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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
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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
@@ -1,6 +1,221 @@
-/****
+/****
* Initialize Game
-****/
+****/
var game = new LK.Game({
backgroundColor: 0x000000 //Init game with black background
-});
\ No newline at end of file
+});
+
+/****
+* Game Code
+****/
+// Add a big heart at the center of the screen
+var bigHeart = LK.getAsset('bigHeart', {
+ anchorX: 0.5,
+ anchorY: 0.5,
+ scaleX: 2,
+ scaleY: 2,
+ x: 2048 / 2,
+ y: 2732 / 2
+});
+game.addChild(bigHeart);
+// Global ProgressManager
+function _typeof(o) {
+ "@babel/helpers - typeof";
+ return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
+ return typeof o;
+ } : function (o) {
+ return o && "function" == typeof Symbol && o.constructor === Symbol && o !== Symbol.prototype ? "symbol" : typeof o;
+ }, _typeof(o);
+}
+function _classCallCheck(a, n) {
+ if (!(a instanceof n)) {
+ throw new TypeError("Cannot call a class as a function");
+ }
+}
+function _defineProperties(e, r) {
+ for (var t = 0; t < r.length; t++) {
+ var o = r[t];
+ o.enumerable = o.enumerable || !1, o.configurable = !0, "value" in o && (o.writable = !0), Object.defineProperty(e, _toPropertyKey(o.key), o);
+ }
+}
+function _createClass(e, r, t) {
+ return r && _defineProperties(e.prototype, r), t && _defineProperties(e, t), Object.defineProperty(e, "prototype", {
+ writable: !1
+ }), e;
+}
+function _toPropertyKey(t) {
+ var i = _toPrimitive(t, "string");
+ return "symbol" == _typeof(i) ? i : i + "";
+}
+function _toPrimitive(t, r) {
+ if ("object" != _typeof(t) || !t) {
+ return t;
+ }
+ var e = t[Symbol.toPrimitive];
+ if (void 0 !== e) {
+ var i = e.call(t, r || "default");
+ if ("object" != _typeof(i)) {
+ return i;
+ }
+ throw new TypeError("@@toPrimitive must return a primitive value.");
+ }
+ return ("string" === r ? String : Number)(t);
+}
+var progressManager;
+// Constants for Generators and Upgrades
+var GENERATORS = {
+ ME: {
+ id: 1,
+ name: "Me",
+ description: "It's you! The player whose heart beats love",
+ autoClick: false,
+ clickRate: 0,
+ cost: 0,
+ upgradeLevel: 0
+ },
+ FAIRY: {
+ id: 2,
+ name: "Fairy",
+ description: "A magical fairy that generates love beats",
+ autoClick: true,
+ clickRate: 0.1,
+ // 1 click per 10 seconds
+ cost: 100,
+ upgradeLevel: 0
+ }
+};
+var UPGRADES = {
+ ROSE: {
+ id: 1,
+ name: "Rose",
+ description: "A rose that enhances love generation",
+ targetGenerator: 1,
+ // Targets Generator #1 (Me)
+ multipliers: [2, 4, 8],
+ // Levels of multiplier
+ cost: 10
+ }
+};
+// Progress Management
+var ProgressManager = /*#__PURE__*/function () {
+ function ProgressManager() {
+ _classCallCheck(this, ProgressManager);
+ this.money = 0;
+ this.generators = {};
+ this.upgrades = {};
+ this.currentTime = Date.now();
+ this.lastUpdateTime = this.currentTime;
+ }
+ return _createClass(ProgressManager, [{
+ key: "updateGame",
+ value: function updateGame() {
+ var _this = this;
+ var now = Date.now();
+ var deltaTime = now - this.lastUpdateTime;
+ // Update generators
+ Object.values(this.generators).forEach(function (generator) {
+ var generated = generator.generate(deltaTime);
+ _this.money += generated;
+ });
+ this.lastUpdateTime = now;
+ }
+ }, {
+ key: "buyGenerator",
+ value: function buyGenerator(generatorId) {
+ var generatorConfig = Object.values(GENERATORS).find(function (g) {
+ return g.id === generatorId;
+ });
+ if (!generatorConfig) {
+ throw new Error("Generator with id ".concat(generatorId, " not found"));
+ }
+ if (this.money < generatorConfig.cost) {
+ return false;
+ }
+ this.money -= generatorConfig.cost;
+ this.generators[generatorId] = new Generator(generatorConfig);
+ return true;
+ }
+ }, {
+ key: "buyUpgrade",
+ value: function buyUpgrade(upgradeId, generatorId) {
+ var upgradeConfig = Object.values(UPGRADES).find(function (u) {
+ return u.id === upgradeId;
+ });
+ var targetGenerator = this.generators[generatorId];
+ if (!upgradeConfig || !targetGenerator) {
+ throw new Error("Upgrade or Generator not found");
+ }
+ if (this.money < upgradeConfig.cost) {
+ return false;
+ }
+ this.money -= upgradeConfig.cost;
+ var upgrade = new Upgrade(upgradeConfig);
+ upgrade.apply(targetGenerator);
+ this.upgrades[upgradeId] = upgrade;
+ return true;
+ }
+ }]);
+}(); // Generator System
+var Generator = /*#__PURE__*/function () {
+ function Generator(config) {
+ _classCallCheck(this, Generator);
+ this.id = config.id;
+ this.name = config.name;
+ this.description = config.description;
+ this.autoClick = config.autoClick;
+ this.clickRate = config.clickRate;
+ this.cost = config.cost;
+ this.upgradeLevel = config.upgradeLevel;
+ }
+ return _createClass(Generator, [{
+ key: "generate",
+ value: function generate(deltaTime) {
+ if (!this.autoClick) {
+ return 0;
+ }
+ var clickAmount = this.clickRate * deltaTime / 1000;
+ return clickAmount * Math.pow(2, this.upgradeLevel);
+ }
+ }, {
+ key: "currentMultiplier",
+ get: function get() {
+ return Math.pow(2, this.upgradeLevel);
+ }
+ }, {
+ key: "manualGenerate",
+ value: function manualGenerate() {
+ return 1 * this.currentMultiplier;
+ }
+ }, {
+ key: "upgrade",
+ value: function upgrade(upgradeMultiplier) {
+ this.upgradeLevel++;
+ }
+ }]);
+}(); // Upgrade System
+var Upgrade = /*#__PURE__*/function () {
+ function Upgrade(config) {
+ _classCallCheck(this, Upgrade);
+ this.id = config.id;
+ this.name = config.name;
+ this.description = config.description;
+ this.targetGenerator = config.targetGenerator;
+ this.multipliers = config.multipliers;
+ this.cost = config.cost;
+ this.currentLevel = 0;
+ }
+ return _createClass(Upgrade, [{
+ key: "apply",
+ value: function apply(generator) {
+ if (this.currentLevel < this.multipliers.length) {
+ generator.upgrade(this.multipliers[this.currentLevel]);
+ this.currentLevel++;
+ }
+ }
+ }]);
+}(); // Game Initialization
+function initializeGame() {
+ progressManager = new ProgressManager();
+ // Initialize starting generator (Me)
+ progressManager.generators[GENERATORS.ME.id] = new Generator(GENERATORS.ME);
+}
\ No newline at end of file
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clean pink enamel board witha very thin border