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
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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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===================================================================
--- original.js
+++ change.js
@@ -112,11 +112,54 @@
if (isDebug) {
console.log.apply(console, arguments);
}
}
+// Add a counter for taps
+var tapCounter = 0;
// Add a big heart at the center of the screen
var bigHeart = new BigHeart();
game.addChild(bigHeart);
+// Update the tap counter when the BigHeart is pressed
+bigHeart.down = function (x, y, obj) {
+ tapCounter++;
+ console.log("Tap count: ", tapCounter);
+ // Play beat sound
+ LK.getSound('bump').play();
+ // Animate the size of the bigHeart to 1.5 times its original size over 0.5 seconds
+ tween(heart_0_frame_1, {
+ width: baseWidth * 1.1,
+ height: baseHeight * 1.1
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(heart_0_frame_1, {
+ width: baseWidth,
+ height: baseHeight
+ }, {
+ duration: 100
+ });
+ }
+ });
+ tween(heart_0_frame_0, {
+ width: baseWidth * 1.1,
+ height: baseHeight * 1.1
+ }, {
+ duration: 100,
+ onFinish: function onFinish() {
+ tween(heart_0_frame_0, {
+ 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");
+};
// Global ProgressManager
function _typeof(o) {
"@babel/helpers - typeof";
return _typeof = "function" == typeof Symbol && "symbol" == typeof Symbol.iterator ? function (o) {
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