===================================================================
--- 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
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