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Please fix the bug: 'Cannot set properties of undefined (setting 'updateHeartType')' in or related to this line: 'self.updateHeartType = function (heartType) {' Line Number: 501
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add a function updateHeartType(heartType) in Projections
Code edit (3 edits merged)
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Please fix the bug: 'Uncaught ReferenceError: heartFrames is not defined' in or related to this line: 'heartFrames[self.heartType][i].alpha = Math.max(0, Math.min(1, 1 - (tapCount - (5 - i) * 5) / 10));' Line Number: 155
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Please fix the bug: 'Uncaught ReferenceError: heartFrames is not defined' in or related to this line: 'heartFrames[self.heartType][i].alpha = Math.max(0, Math.min(1, 1 - (tapCount - (5 - i) * 5) / 10));' Line Number: 154
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Please fix the bug: 'Uncaught ReferenceError: heartFrames is not defined' in or related to this line: 'self.currentGraphic = heartFrames[self.heartType][frameIndex];' Line Number: 146
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Please fix the bug: 'Uncaught ReferenceError: heartFrames is not defined' in or related to this line: 'self.currentGraphic = heartFrames[self.heartType][frameIndex];' Line Number: 146
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Please fix the bug: 'Uncaught ReferenceError: heartFrames is not defined' in or related to this line: 'self.currentGraphic = heartFrames[self.heartType][frameIndex];' Line Number: 133
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Please fix the bug: 'Uncaught ReferenceError: heartFrames is not defined' in or related to this line: 'self.currentGraphic = heartFrames[self.heartType][frameIndex];' Line Number: 133
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Please fix the bug: 'ReferenceError: heartFrames is not defined' in or related to this line: 'self.currentGraphic = heartFrames[self.heartType][5];' Line Number: 259
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after the explosion, switch to next heart type
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Analyze BigHeart deeply then make the hardcoded 50 limit of taps a property
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'explosionTriggered')' in or related to this line: 'if (!self.explosionTriggered) {' Line Number: 245
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'explosionTriggered')' in or related to this line: 'if (!self.explosionTriggered) {' Line Number: 245
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now add the 10 types of hearts in the heartFrames
Code edit (21 edits merged)
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also extract the shake anim in a separate function
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Make BigHeart code more readable by extracting code in sepate functions
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Code edit (2 edits merged)
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in Projections, for create variables for important values like scale, gravity, etc.. like it was done for speed and nbProjections. it's easier to tweak
/****
* Plugins
****/
var tween = LK.import("@upit/tween.v1");
/****
* Classes
****/
// Create a class for bigHeart
var BigHeart = Container.expand(function () {
var self = Container.call(this);
self.currentGraphic = null;
self.nextGraphic = null;
self.tapCount = 0; // Initialize tap counter
self.heartType = 0; // Initialize tap counter
self.explosionTriggered = false; // Initialize explosion flag
// Attach the bigHeart asset to the class
var bigHeartGraphics = self.attachAsset('bigHeart', {
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.1
});
var heartFrames = {};
for (var i = 0; i >= 0; i--) {
heartFrames[i] = self.attachAsset('heart_1_frame_' + i, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.1,
scaleY: 1.1,
index: i,
heartType: 1
});
}
for (var i = 5; i >= 0; i--) {
heartFrames[5 - i] = self.attachAsset('heart_' + self.heartType + '_frame_' + i, {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 1.1,
scaleY: 1.1,
heartType: 0,
index: 5 - i
});
if (isDebug) {
//heartFrames[5 - i].tint = 0xFFFFFF * Math.random(); // Apply a random tint for debugging
}
}
self.currentGraphic = heartFrames[5];
self.nextGraphic = heartFrames[4];
// Position the bigHeart at the center of the screen
self.x = 2048 / 2;
self.y = 2732 / 2 - 300;
// 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) {
// 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(self.currentGraphic, {
scaleX: 1.2,
scaleY: 1.2,
x: 0
}, {
duration: 100,
onFinish: function onFinish() {
tween(self.currentGraphic, {
scaleX: 1.1,
scaleY: 1.1,
x: 0
}, {
duration: 100
});
}
});
tween(self.nextGraphic, {
scaleX: 1.2,
scaleY: 1.2,
x: 0
}, {
duration: 100,
onFinish: function onFinish() {
tween(self.nextGraphic, {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 100
});
}
});
log("Current indexes:: ", self.currentGraphic.index, ',', self.nextGraphic.index); // Log the tap count
// Increment tap counter
tapCount++; // Increment global tap counter
// Create a new heart projection using the current frame index
projectionsManager.popHearts(self.currentGraphic.heartType);
updateTapCountText(); // Update the text display
// Switch graphics based on tapCount
var frameIndex = 5 - Math.floor(tapCount / 10);
if (tapCount < 50 && frameIndex > 0) {
self.currentGraphic = heartFrames[frameIndex];
self.nextGraphic = heartFrames[frameIndex - 1];
} else if (tapCount >= 50) {
// Explosion
if (!self.explosionTriggered) {
LK.getSound('boom').play();
// Animate explosion of nextGraphic when tapCount reaches 50
LK.setTimeout(function () {
tween(self.nextGraphic, {
scaleX: 40,
scaleY: 40,
alpha: 0
}, {
duration: 3000,
easing: tween.easeOut,
onFinish: function onFinish() {}
});
}, 202);
self.explosionTriggered = true; // Set flag to true after explosion
}
}
log("Tap count: ", self.tapCount); // Log the tap count
for (var i = 5; i >= 0; i--) {
heartFrames[i].alpha = Math.max(0, Math.min(1, 1 - (tapCount - (5 - i) * 10) / 10));
}
// Log the down event
log("Down event triggered on BigHeart");
// Screen shake effect
tween(game, {
x: 10,
y: 10
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(game, {
x: -10,
y: -10
}, {
duration: 100,
easing: tween.easeInOut,
onFinish: function onFinish() {
tween(game, {
x: 0,
y: 0
}, {
duration: 100,
easing: tween.easeInOut
});
}
});
}
});
};
});
// Create a class for Projections
var Projections = Container.expand(function (heartType) {
var self = Container.call(this);
var nbProjections = 10;
var heartSpeed = 20;
var gravity = 0.5;
var initialScale = 0.5;
var scaleVariation = 0.5;
var alphaDecay = 0.005;
self.heartPool = [];
// Initialize heart pool
for (var i = 0; i < nbProjections * 5; i++) {
var heart = new Container();
var heartAsset = heart.attachAsset('heart_0_frame_0', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
heart.vx = 0;
heart.vy = 0;
heart.alpha = 0;
heart.update = function () {
this.x += this.vx;
this.y += this.vy;
this.vy += gravity; // Add gravity effect
this.alpha -= alphaDecay;
if (this.alpha <= 0) {
this.alpha = 0;
self.heartPool.push(this);
}
};
self.heartPool.push(heart);
}
self.x = 2048 / 2;
self.y = 2732 / 2 - 300;
// Function to pop hearts
self.popHearts = function (heartType) {
for (var i = 0; i < nbProjections; i++) {
if (self.heartPool.length > 0) {
var heart = self.heartPool.pop();
if (heart.alpha <= 0) {
// Ensure heart has finished its previous animation
heart.x = 0;
heart.y = 0;
heart.vx = (Math.random() - 0.5) * heartSpeed;
heart.vy = (Math.random() - 1.2) * heartSpeed;
heart.alpha = 0.8;
heart.scaleX = initialScale + Math.random() * scaleVariation; // Randomize scale between initialScale and initialScale + scaleVariation
heart.scaleY = heart.scaleX; // Keep aspect ratio consistent
heart.rotation = Math.random() * Math.PI * 2; // Randomize rotation between 0 and 2π
self.addChild(heart);
} else {
self.heartPool.push(heart); // Return heart to pool if it hasn't finished animation
}
}
}
};
});
/****
* Initialize Game
****/
var game = new LK.Game({
backgroundColor: 0xa16e9f //Init game with black background
});
/****
* Game Code
****/
var backgroundContainer = new Container();
var middlegroundContainer = new Container();
var foregroundContainer = new Container();
game.addChild(backgroundContainer);
game.addChild(middlegroundContainer);
game.addChild(foregroundContainer);
var isDebug = true;
var projectionsManager = backgroundContainer.addChild(new Projections()); // Place projectionsManager in backgroundContainer
function log() {
if (isDebug) {
console.log.apply(console, arguments);
}
}
// Declare tapCount as a global variable
var tapCount = 0;
// Create a text object to display tapCount
var tapCountText = new Text2('Love: 0', {
size: 100,
fill: 0xFFFFFF
});
// Center the text horizontally, anchor point set at the middle of its top edge.
tapCountText.anchor.set(0.5, 0);
// Position the text at the top-center of the screen.
LK.gui.top.addChild(tapCountText);
// Add a big heart at the center of the screen
var bigHeart = new BigHeart();
middlegroundContainer.addChild(bigHeart);
// Update the tapCountText whenever tapCount changes
function updateTapCountText() {
tapCountText.setText('Love: ' + tapCount);
}
// 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
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 - self.lastUpdateTime;
// Update generators
Object.values(self.generators).forEach(function (generator) {
var generated = generator.generate(deltaTime);
self.money += generated;
});
self.lastUpdateTime = now;
};
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;
}
self.money -= generatorConfig.cost;
self.generators[generatorId] = new Generator(generatorConfig);
return true;
};
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;
}
self.money -= upgradeConfig.cost;
var upgrade = new Upgrade(upgradeConfig);
upgrade.apply(targetGenerator);
self.upgrades[upgradeId] = upgrade;
return true;
};
}
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);
};
self.currentMultiplier = 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);
}
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