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augment power of projections in up direction
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in updateHeartType, switch visibility of heart assets in the heartpool objects depending on their heartType
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ok change Projections algorithm : in Projections constructor add all heat types assets in the heart Container and only make visible current heatType ones
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ok change Projections algorithm : add all heat types assets in the heart Container and only make visible current heatType ones
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Please fix the bug: 'ReferenceError: newHeartAsset is not defined' in or related to this line: 'heart.addChild(newHeartAsset);' Line Number: 240
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add a flag to avoid using hearts in popHearts while updateHeartType is running
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in updateHeartType remember to update the heartPool using preloadedAssets. don't use `clone` which do not exists and don't use attachAsset neither LK.getasset() inside updateHeartType to avoid performence issues
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in updateHeartType remember to update the heartPool using preloadedAssets. don't use `clone` which do not exists and don't use attachAsset/getasset to avoid performence issues
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in updateHeartType remember to update the heartPool using preloadedAssets. don't use `clone` which do not exists and don't use attachAsset to avoid performence issues
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in updateHeartType remember to update the heartPool using preloadedAssets. don't use `clone` which do not exists and don't use attachAsset to avoid performence issues
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Please fix the bug: 'TypeError: heartAsset.clone is not a function' in or related to this line: 'heart.addChild(heartAsset.clone());' Line Number: 236
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in updateHeartType remember to update the heartPool using preloadedAssets
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in updateHeartType remember to update the heartPool
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Please fix the bug: 'heartType is not defined' in or related to this line: 'var heartAsset = heart.attachAsset('heart_' + heartType + '_frame_0', {' Line Number: 184
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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
/****
* 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.tapLimit = 20; // Initialize tap limit
self.nbTapsPerFrame = self.tapLimit / 6; // Initialize number of taps per frame
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 * (self.heartType + 1)) {
log("Tap count: ", tapCount); // Log the tap count
// Explosion
triggerExplosion(self);
}
log("Tap count: ", tapCount); // Log the tap count
self.currentGraphic.alpha = Math.max(0, Math.min(1, 1 - ((self.heartType + 1) * self.tapLimit - tapCount) / 10));
/*
for (var i = 5; i >= 0; i--) {
// Calculate the alpha value for each heart frame based on tapCount
// 1 - (tapCount - (5 - i) * 5) / 10:
// - (5 - i) * 5: Determines the threshold for each frame based on its index
// - tapCount - (5 - i) * 5: Calculates how far the tapCount is beyond the threshold
// - (tapCount - (5 - i) * 5) / 10: Normalizes the value to a range of 0 to 1
// - 1 - ...: Inverts the value so that higher tapCounts result in lower alpha
self.heartFrames[self.heartType][i].alpha = Math.max(0, Math.min(1, 1 - (tapCount - (5 - i) * self.nbTapsPerFrame * (self.heartType + 1)) / (10 * (self.heartType + 1))));
}
*/
// 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 && heart.children.length > 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
var index = 0;
var updateBatchSize = 5; // Number of hearts to update per frame
var _updateHearts = function updateHearts() {
for (var i = 0; i < updateBatchSize && index < self.heartPool.length; i++, index++) {
var heart = self.heartPool[index];
heart.removeChildAt(0); // Remove the current heart asset
heart.attachAsset('heart_' + heartType + '_frame_0', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: 0.5,
scaleY: 0.5
});
}
if (index < self.heartPool.length) {
LK.setTimeout(_updateHearts, 16); // Schedule next batch update
}
};
_updateHearts();
};
});
/****
* 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 () {
// Make all frames of the current heartType invisible
self.heartFrames[self.heartType].forEach(function (frame) {
if (frame.index == self.nextGraphic.index) {
return;
}
frame.visible = false;
});
tween(self.nextGraphic, {
scaleX: 45,
scaleY: 45,
alpha: 0
}, {
duration: 3000,
easing: tween.easeOut,
onFinish: function onFinish() {
// Make all frames of the current heartType invisible
self.heartFrames[self.heartType].forEach(function (frame) {
frame.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
}
});
// Make next frame bigger
tween(self.heartFrames[(self.heartType + 1) % 10][5], {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 300,
easing: tween.easeOut
});
// Make next frame bigger
tween(self.heartFrames[(self.heartType + 1) % 10][4], {
scaleX: 1.1,
scaleY: 1.1
}, {
duration: 300,
easing: tween.easeOut
});
}, 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();
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