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try to use `self.currentMultiplier` instead of `Object.defineProperty(self, "currentMultiplier",`
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Simplify ProgressManager, Generator and Upgrade classes by using this style of coding : ``` function ProgressManager() { var self = this; self.updateGame = function () {...}; ... } ```
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simplify ProgressManager, Generator and Upgrade
Code edit (6 edits merged)
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in BigHeart down play beat sound
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mix the two twwen call into one : 1 for bigger, and onFinish restore to base βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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not fixed. define a baseWidth & baseHeight and use them for animation
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down event is logged but heart does'nt change in size. fix
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add log to bigHeart down even (use log() function)
Code edit (2 edits merged)
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don't use Scale for animation but w & h
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animate big heart size when tapped βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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use the class for var bigHeart
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create a class for bigHeart
Code edit (1 edits merged)
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Code edit (2 edits merged)
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add a big heart at the center of the screen
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Proof of Love
===================================================================
--- original.js
+++ change.js
@@ -1,83 +1,6 @@
/****
-* Classes
-****/
-// Define a Button class for user interactions
-var Button = Container.expand(function () {
- var self = Container.call(this);
- var buttonGraphics = self.attachAsset('button', {
- anchorX: 0.5,
- anchorY: 0.5
- });
- // Event handler for button press
- self.down = function (x, y, obj) {
- console.log("Button pressed at", x, y);
- };
-});
-//<Assets used in the game will automatically appear here>
-//<Write imports for supported plugins here>
-// Define a Resource class to represent resources that accumulate over time
-var Resource = Container.expand(function () {
- var self = Container.call(this);
- self.amount = 0;
- self.rate = 1; // Rate of accumulation per second
- // Update function to increase the resource amount
- self.update = function () {
- self.amount += self.rate / 60; // Assuming 60 FPS
- };
- // Function to display the current amount of resource
- self.display = function () {
- return Math.floor(self.amount);
- };
-});
-
-/****
* Initialize Game
****/
var game = new LK.Game({
- backgroundColor: 0x000000 //Init game with black background
-});
-
-/****
-* Game Code
-****/
-// Initialize resources
-var gold = new Resource();
-var wood = new Resource();
-wood.rate = 0.5; // Different rate for wood
-// Create a display for resources
-var goldDisplay = new Text2('Gold: 0', {
- size: 100,
- fill: 0xFFFFFF
-});
-goldDisplay.anchor.set(0.5, 0);
-LK.gui.top.addChild(goldDisplay);
-var woodDisplay = new Text2('Wood: 0', {
- size: 100,
- fill: 0xFFFFFF
-});
-woodDisplay.anchor.set(0.5, 0);
-LK.gui.top.addChild(woodDisplay);
-// Position displays
-goldDisplay.x = 2048 / 2;
-goldDisplay.y = 100;
-woodDisplay.x = 2048 / 2;
-woodDisplay.y = 200;
-// Create a button for user interaction
-var actionButton = new Button();
-actionButton.x = 2048 / 2;
-actionButton.y = 2732 - 200;
-game.addChild(actionButton);
-// Update function for the game
-game.update = function () {
- // Update resources
- gold.update();
- wood.update();
- // Update displays
- goldDisplay.setText('Gold: ' + gold.display());
- woodDisplay.setText('Wood: ' + wood.display());
-};
-// Event handler for button press
-actionButton.down = function (x, y, obj) {
- gold.amount += 10; // Add gold on button press
- console.log("Gold increased by 10");
-};
\ No newline at end of file
+ backgroundColor: 0x000000 //Init game with black background
+});
\ No newline at end of file
a big lovely heart
a big stone heart
a big used copper heart
face view of a big bronze heart
face view of a big silver heart
Big shining gold heart verly slightly ornate. face view.
Big precious shiny porcelain heart slightly ornate. face view.
Large precious heart in mother-of-pearl, lightly ornate. Front view.
Large heart in precious ruby, very lightly decorated. Front view.
The most precious large heart in diamond, Front view.
clean pink enamel board witha very thin border