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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 ↪💡 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)
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don't use Scale for animation but w & h
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animate big heart size when tapped ↪💡 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
@@ -170,80 +170,101 @@
cost: 10
}
};
// Progress Management
-var ProgressManager = function () {
- function ProgressManager() {
- this.money = 0;
- this.generators = {};
- this.upgrades = {};
- this.lastUpdateTime = Date.now();
- }
- ProgressManager.prototype.updateGame = function () {
+function ProgressManager() {
+ var self = this;
+ self.money = 0;
+ self.generators = {};
+ self.upgrades = {};
+ self.currentTime = Date.now();
+ self.lastUpdateTime = self.currentTime;
+ self.updateGame = function () {
var now = Date.now();
- var deltaTime = now - this.lastUpdateTime;
- for (var id in this.generators) {
- var generator = this.generators[id];
- this.money += generator.generate(deltaTime);
- }
- this.lastUpdateTime = now;
+ var deltaTime = now - self.lastUpdateTime;
+ // Update generators
+ Object.values(self.generators).forEach(function (generator) {
+ var generated = generator.generate(deltaTime);
+ self.money += generated;
+ });
+ self.lastUpdateTime = now;
};
- ProgressManager.prototype.buyGenerator = function (generatorId) {
- var generatorConfig = GENERATORS[generatorId];
- if (!generatorConfig || this.money < generatorConfig.cost) {
+ self.buyGenerator = function (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 (self.money < generatorConfig.cost) {
return false;
}
- this.money -= generatorConfig.cost;
- this.generators[generatorId] = new Generator(generatorConfig);
+ self.money -= generatorConfig.cost;
+ self.generators[generatorId] = new Generator(generatorConfig);
return true;
};
- ProgressManager.prototype.buyUpgrade = function (upgradeId, generatorId) {
- var upgradeConfig = UPGRADES[upgradeId];
- var targetGenerator = this.generators[generatorId];
- if (!upgradeConfig || !targetGenerator || this.money < upgradeConfig.cost) {
+ self.buyUpgrade = function (upgradeId, generatorId) {
+ var upgradeConfig = Object.values(UPGRADES).find(function (u) {
+ return u.id === upgradeId;
+ });
+ var targetGenerator = self.generators[generatorId];
+ if (!upgradeConfig || !targetGenerator) {
+ throw new Error("Upgrade or Generator not found");
+ }
+ if (self.money < upgradeConfig.cost) {
return false;
}
- this.money -= upgradeConfig.cost;
+ self.money -= upgradeConfig.cost;
var upgrade = new Upgrade(upgradeConfig);
upgrade.apply(targetGenerator);
- this.upgrades[upgradeId] = upgrade;
+ self.upgrades[upgradeId] = upgrade;
return true;
};
- return ProgressManager;
-}();
-var Generator = function Generator(config) {
- 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;
-};
-Generator.prototype.generate = function (deltaTime) {
- if (!this.autoClick) {
- return 0;
- }
- return this.clickRate * deltaTime / 1000 * Math.pow(2, this.upgradeLevel);
-};
-Generator.prototype.upgrade = function () {
- this.upgradeLevel++;
-};
-var Upgrade = function Upgrade(config) {
- 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;
-};
-Upgrade.prototype.apply = function (generator) {
- if (this.currentLevel < this.multipliers.length) {
- generator.upgrade();
- this.currentLevel++;
- }
-};
+}
+function Generator(config) {
+ var self = this;
+ self.id = config.id;
+ self.name = config.name;
+ self.description = config.description;
+ self.autoClick = config.autoClick;
+ self.clickRate = config.clickRate;
+ self.cost = config.cost;
+ self.upgradeLevel = config.upgradeLevel;
+ self.generate = function (deltaTime) {
+ if (!self.autoClick) {
+ return 0;
+ }
+ var clickAmount = self.clickRate * deltaTime / 1000;
+ return clickAmount * Math.pow(2, self.upgradeLevel);
+ };
+ Object.defineProperty(self, "currentMultiplier", {
+ get: function get() {
+ return Math.pow(2, self.upgradeLevel);
+ }
+ });
+ self.manualGenerate = function () {
+ return 1 * self.currentMultiplier;
+ };
+ self.upgrade = function (upgradeMultiplier) {
+ self.upgradeLevel++;
+ };
+}
+function Upgrade(config) {
+ var self = this;
+ self.id = config.id;
+ self.name = config.name;
+ self.description = config.description;
+ self.targetGenerator = config.targetGenerator;
+ self.multipliers = config.multipliers;
+ self.cost = config.cost;
+ self.currentLevel = 0;
+ self.apply = function (generator) {
+ if (self.currentLevel < self.multipliers.length) {
+ generator.upgrade(self.multipliers[self.currentLevel]);
+ self.currentLevel++;
+ }
+ };
+}
function initializeGame() {
progressManager = new ProgressManager();
// Initialize starting generator (Me)
progressManager.generators[GENERATORS.ME.id] = new Generator(GENERATORS.ME);
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