Code edit (4 edits merged)
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Please fix the bug: 'Script error.' in or related to this line: 'tween(self.currentGraphic, {' Line Number: 55
Code edit (1 edits merged)
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revert index order in frames spawn loop
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Please fix the bug: 'heart_0_frame_0 is not defined' in or related to this line: 'self.currentGraphic = heart_0_frame_0;' Line Number: 44
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you didn't take into account the previous spawn order of heat frames. fix it
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Please fix the bug: 'heart_0_frame_0 is not defined' in or related to this line: 'self.currentGraphic = heart_0_frame_0;' Line Number: 44
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As you can see, heart frame assets are named 'heart_X_frame_Y'. adapt the current code and make it more generic by leveraging this naming convention
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switch self.currentGraphic and self.nextGraphic to next frames when self.tapCount reaches 10 then 20 then 30 then 40
Code edit (1 edits merged)
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apply this heart_0_frame_0.alpha = Math.max(0, Math.min(1, heart_0_frame_0.alpha - 0.1)); to all frames
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Add a counter for taps in the BigHeart
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Please fix the bug: 'Uncaught ReferenceError: heart_0_frame_1 is not defined' in or related to this line: 'tween(heart_0_frame_1, {' Line Number: 142
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Please fix the bug: 'Uncaught ReferenceError: heart_0_frame_1 is not defined' in or related to this line: 'tween(heart_0_frame_1, {' Line Number: 141
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Please fix the bug: 'Uncaught ReferenceError: heart_0_frame_1 is not defined' in or related to this line: 'tween(heart_0_frame_1, {' Line Number: 141
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add a conter of taps
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add 'heart_0_frame_2' 'heart_0_frame_3' 'heart_0_frame_4' 'heart_0_frame_5' to continue the heart animation
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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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/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Create a class for bigHeart
var BigHeart = Container.expand(function () {
var self = Container.call(this);
// Attach the bigHeart asset to the class
var bigHeartGraphics = self.attachAsset('bigHeart', {
anchorX: 0.5,
anchorY: 0.5
});
var heart_0_frame_1 = self.attachAsset('heart_0_frame_1', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.1,
scaleY: 1.1
});
var heart_0_frame_0 = self.attachAsset('heart_0_frame_0', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.1,
scaleY: 1.1
});
// Position the bigHeart at the center of the screen
self.x = 2048 / 2;
self.y = 2732 / 2;
// Define baseWidth and baseHeight
var baseWidth = bigHeartGraphics.width;
var baseHeight = bigHeartGraphics.height;
// Event handler called when a press happens on element. This is automatically called on press if bigHeart is attached.
self.down = function (x, y, obj) {
// Animate the size of the bigHeart to 1.5 times its original size over 0.5 seconds
tween(heart_0_frame_1, {
width: baseWidth * 1,
height: baseHeight * 1
}, {
duration: 100,
onFinish: function onFinish() {
tween(bigHeartGraphics, {
width: baseWidth,
height: baseHeight
}, {
duration: 100
});
}
});
tween(heart_0_frame_0, {
width: baseWidth * 1,
height: baseHeight * 1
}, {
duration: 100,
onFinish: function onFinish() {
tween(bigHeartGraphics, {
width: baseWidth,
height: baseHeight
}, {
duration: 100
});
}
});
if (heart_0_frame_0.alpha > 0) {
heart_0_frame_0.alpha -= 0.1;
}
// Log the down event
log("Down event triggered on BigHeart");
// Play beat sound
LK.getSound('bump').play();
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xa16e9f //Init game with black background
});
/****
* Game Code
****/
var isDebug = true;
function log() {
if (isDebug) {
console.log.apply(console, arguments);
}
}
// Add a big heart at the center of the screen
var bigHeart = new BigHeart();
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);
}
initializeGame();
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