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add a list of generatorButton inside rightBoard
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create a new class generator button
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add a RightBoard instance to foreground container
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create a class for rightBoard
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call changeBackground after an explosion
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in self.changeBackground, use tween to make transition between old and new bg (fade-out & fade-in) ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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in Background, create a list of asset background_0 to background_9 all not visible; use that list in changeBackground()
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in Background, add a function changeBackground(index)
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also add a screen flash on explosion
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add a new function shakeMiddleground that shakes only middlegroundContainer ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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use a Background instance for the background
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create a background class; use background_1 asset
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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
/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); /**** * Classes ****/ var Background = Container.expand(function () { var self = Container.call(this); // Attach the background_1 asset to the class self.backgrounds = []; for (var i = 0; i <= 9; i++) { var background = self.attachAsset('background_' + i, { anchorX: 0.5, anchorY: 0.5, visible: false }); self.backgrounds.push(background); } self.backgrounds[0].visible = true; // Set the initial background visible // Position the background at the center of the screen self.x = 2048 / 2; self.y = 2732 / 2; // Function to change the background based on the index self.changeBackground = function (index) { var currentBg = self.backgrounds.find(function (bg) { return bg.visible; }); var newBg = self.backgrounds[index]; if (currentBg !== newBg) { tween(currentBg, { alpha: 0 }, { duration: 500, easing: tween.easeOut, onFinish: function onFinish() { currentBg.visible = false; newBg.alpha = 0; newBg.visible = true; tween(newBg, { alpha: 1 }, { duration: 500, easing: tween.easeIn }); } }); } }; }); // 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, visible: !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.currentGraphic.visible = true; self.nextGraphic.scaleX = 1.1; self.nextGraphic.scaleY = 1.1; self.nextGraphic.visible = true; // 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 / self.nbTapsPerFrame); 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]; self.currentGraphic.visible = true; self.nextGraphic.visible = true; tween(self.currentGraphic, { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut }); // Make next frame bigger tween(self.nextGraphic, { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut }); } 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)); // Log the down event log("Down event triggered on BigHeart"); shakeMiddleground(); }; }); // 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 = []; self.preloadedAssets = {}; // Preload assets for each heart type for (var type = 0; type <= 9; type++) { self.preloadedAssets[type] = LK.getAsset('heart_' + type + '_frame_0', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5 }); } // Initialize heart pool for (var i = 0; i < nbProjections * 5; i++) { var heart = new Container(); 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); } }; // Add all heart type assets to the heart Container for (var type = 0; type <= 9; type++) { var heartAsset = heart.attachAsset('heart_' + type + '_frame_0', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.5, scaleY: 0.5, heartType: type, visible: type === 0 // Only make the current heartType visible }); } self.heartPool.push(heart); } self.x = 2048 / 2; self.y = 2732 / 2 - 400; // Function to pop hearts self.popHearts = function (heartType) { if (self.isUpdatingHeartType) { return; } // Exit if updateHeartType is running 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() - 1.5) * 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.isUpdatingHeartType = true; // Set flag to indicate updateHeartType is running self.heartPool.forEach(function (heart) { heart.children.forEach(function (child) { // Iterate over all children child.visible = child.heartType === heartType; // Set visibility based on heartType }); }); self.isUpdatingHeartType = false; // Reset flag after updateHeartType completes }; }); var RightBoard = Container.expand(function () { var self = Container.call(this); // Attach the rightBoard asset to the class var rightBoardGraphics = self.attachAsset('rightBoard', { anchorX: 0.5, anchorY: 0.5 }); // Position the rightBoard at the right side of the screen self.x = 2048 - rightBoardGraphics.width / 2; self.y = 2732 / 2; // Add any additional functionality or properties for rightBoard here }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xa16e9f //Init game with black background }); /**** * Game Code ****/ function shakeMiddleground() { tween(middlegroundContainer, { x: 10, y: 10 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(middlegroundContainer, { x: -10, y: -10 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(middlegroundContainer, { x: 0, y: 0 }, { duration: 100, easing: tween.easeInOut }); } }); } }); } 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 () { LK.effects.flashScreen(0xffffff, 1000); // Flash the screen white for 500ms background.changeBackground((self.heartType + 1) % 10); // 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; }); projectionsManager.updateHeartType(self.heartType + 1); 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]; self.currentGraphic.visible = true; self.nextGraphic.visible = true; self.explosionTriggered = false; // Reset explosion flag } }); // Make next frame bigger self.heartFrames[(self.heartType + 1) % 10][5].visible = true; self.heartFrames[(self.heartType + 1) % 10][4].visible = true; 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 background = new Background(); // Create a Background instance backgroundContainer.addChild(background); // Add Background instance to the backgroundContainer 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\r\n ', { size: 100, fill: 0xFFFFFF, dropShadow: true, align: 'center' }); // 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); // Add a RightBoard instance to the foreground container var rightBoard = new RightBoard(); foregroundContainer.addChild(rightBoard); // Update the tapCountText whenever tapCount changes function updateTapCountText() { tapCountText.setText('LOVE\r\n' + 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
@@ -412,8 +412,11 @@
LK.gui.top.addChild(tapCountText);
// Add a big heart at the center of the screen
var bigHeart = new BigHeart();
middlegroundContainer.addChild(bigHeart);
+// Add a RightBoard instance to the foreground container
+var rightBoard = new RightBoard();
+foregroundContainer.addChild(rightBoard);
// Update the tapCountText whenever tapCount changes
function updateTapCountText() {
tapCountText.setText('LOVE\r\n' + tapCount);
}
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".