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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
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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
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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 ↪💡 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
===================================================================
--- original.js
+++ change.js
@@ -34,9 +34,9 @@
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(bigHeartGraphics, {
+ tween(heart_0_frame_1, {
width: baseWidth * 1,
height: baseHeight * 1
}, {
duration: 100,
@@ -48,8 +48,22 @@
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
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
beautifull red gift box.
black plastic 3d triangle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
basic red horizontal rectangle button with white text "RESET".