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review updateHeartType and popHearts because from heartType >= 1 only 1 heart is generatedby popHearts
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Please fix the bug: 'Error: getChildAt: Supplied index 0 does not exist in the child list, or the supplied DisplayObject must be a child of the caller' in or related to this line: 'heart.removeChildAt(0); // Remove the current heart asset' Line Number: 232
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in Projections, preload all needed assets the use them in updateHeartType instead of calling heart.attachAsset() at run time
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No, neither `LK.setTimeout(_updateHearts, 16);` nor requestAnimationFrame are solution. find something from those two
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requestAnimationFrame(_updateHearts); won't work.; not available on platform
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find a better solution than ` if (index < self.heartPool.length) { LK.setTimeout(_updateHearts, 16); // Schedule next batch update }` to avoid flicker
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ok but like I said it make new hearts created by popHearts to flicker
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when updateHeartType is called, the game freeze for a few seconds. How can it be fixed ? (requestAnimationFrame isn't available and LK.settimeout(...,16) make hearts flicker)
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when updateHeartType is called, the game freeze for a few seconds. How can it be fixed ?
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game freeze seems fixed after your updateHeartType update but new hearts created by popHearts are flickering
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game freeze seems fixed but new hearts are flickering
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Please fix the bug: 'TypeError: requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(updateHeartAsset); // Schedule the next update' Line Number: 234
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when updateHeartType is called, the game freeze for a few seconds. can you do something ?
Code edit (5 edits merged)
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with ` self.heartFrames[self.heartType][i].alpha = Math.max(0, Math.min(1, 1 - (tapCount - (5 - i) * self.nbTapsPerFrame * (self.heartType + 1)) / 10));` it's better but for high values of self.heartType (> 4) it seems that hearts stil start with a low alpha...there must be somthing else...can you see it ?
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before heartType increment, make all frames of the cuttent heartType invisible
Code edit (1 edits merged)
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Code edit (2 edits merged)
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in BigHeart, replace * 5 per * self.nbTapsPerFrame (create the property with value 5)
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make this value a property
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in BigHeart; add comments to explain ` 1 - (tapCount - (5 - i) * 5) / 10`
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call updateHeartType of Projections when changing heart type
Code edit (5 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); self.currentGraphic = null; self.nextGraphic = null; self.tapCount = 0; // Initialize tap counter self.tapLimit = 20; // Initialize tap limit 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 }); self.heartFrames = {}; // Initialize heartFrames as a property of BigHeart class for (var type = 9; type >= 0; type--) { self.heartFrames[type] = []; for (var i = 5; i >= 0; i--) { self.heartFrames[type][5 - i] = self.attachAsset('heart_' + type + '_frame_' + i, { anchorX: 0.5, anchorY: 0.5, scaleX: 0.9, scaleY: 0.9, heartType: type, index: 5 - i }); } } self.currentGraphic = self.heartFrames[self.heartType][5]; self.nextGraphic = self.heartFrames[self.heartType][4]; self.currentGraphic.scaleX = 1.1; self.currentGraphic.scaleY = 1.1; self.nextGraphic.scaleX = 1.1; self.nextGraphic.scaleY = 1.1; //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 animateHeart(self.currentGraphic, 1.2, 1.1, 100); if (!self.explosionTriggered) { animateHeart(self.nextGraphic, 1.2, 1.1, 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 / 5); if (!self.explosionTriggered && tapCount < self.tapLimit * (self.heartType + 1) && frameIndex > 0) { self.currentGraphic = self.heartFrames[self.heartType][frameIndex]; self.nextGraphic = self.heartFrames[self.heartType][frameIndex - 1]; } else if (tapCount >= self.tapLimit) { log("Tap count: ", self.tapCount); // Log the tap count // Explosion triggerExplosion(self); } log("Tap count: ", self.tapCount); // Log the tap count for (var i = 5; i >= 0; i--) { self.heartFrames[self.heartType][i].alpha = Math.max(0, Math.min(1, 1 - (tapCount - (5 - i) * 5) / 10)); } // Log the down event log("Down event triggered on BigHeart"); shakeScreen(); }; }); // Create a class for Projections var Projections = Container.expand(function () { var self = Container.call(this); var nbProjections = 5; var heartSpeed = 20; var gravity = 0.5; var initialScale = 0.25; var scaleVariation = 0.5; var alphaDecay = 0.002; 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.y > 2900) { this.alpha = 0; self.heartPool.push(this); } }; self.heartPool.push(heart); } self.x = 2048 / 2; self.y = 2732 / 2 - 400; // 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 } } } }; self.updateHeartType = function (heartType) { // Update the heart type for all hearts in the pool self.heartPool.forEach(function (heart) { heart.removeChildAt(0); // Remove the current heart asset var heartAsset = heart.attachAsset('heart_' + heartType + '_frame_0', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); }); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xa16e9f //Init game with black background }); /**** * Game Code ****/ function shakeScreen() { 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 }); } }); } }); } function triggerExplosion(self) { if (!self.explosionTriggered) { LK.getSound('boom').play(); LK.setTimeout(function () { tween(self.nextGraphic, { scaleX: 45, scaleY: 45, alpha: 0 }, { duration: 3000, easing: tween.easeOut, onFinish: function onFinish() { self.currentGraphic.visible = false; self.nextGraphic.visible = false; // Switch to the next heart type self.heartType = (self.heartType + 1) % 10; self.currentGraphic = self.heartFrames[self.heartType][5]; self.nextGraphic = self.heartFrames[self.heartType][4]; projectionsManager.updateHeartType(self.heartType); self.explosionTriggered = false; // Reset explosion flag self.tapCount = 0; // Reset tap count } }); }, 205); self.explosionTriggered = true; } } function animateHeart(graphic, scaleUp, scaleDown, duration) { tween(graphic, { scaleX: scaleUp, scaleY: scaleUp, x: 0 }, { duration: duration, onFinish: function onFinish() { tween(graphic, { scaleX: scaleDown, scaleY: scaleDown, x: 0 }, { duration: duration }); } }); } var nbHearts = 10; 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();
===================================================================
--- original.js
+++ change.js
@@ -83,9 +83,9 @@
shakeScreen();
};
});
// Create a class for Projections
-var Projections = Container.expand(function (heartType) {
+var Projections = Container.expand(function () {
var self = Container.call(this);
var nbProjections = 5;
var heartSpeed = 20;
var gravity = 0.5;
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".