User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'checkLevelProgress')' in or related to this line: 'self.checkLevelProgress = function (heartType) {' Line Number: 745
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'checkLevelProgress')' in or related to this line: 'self.checkLevelProgress = function (heartType) {' Line Number: 745
User prompt
move tapCount checking logic from bigheart.down event handler into a function in progressManager: 'checkLevelProgress()'
User prompt
EXTRACT EXPLOSION LOGIC from BigHeart so that GENERATORS too can TRIGGER EXPLOSION
Code edit (4 edits merged)
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if progressManager generates money call animateHeart
Code edit (2 edits merged)
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in ProgressManager, handle a counter for each generator to allow buying multiple generators of the same kind
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Please fix the bug: 'Timeout.tick error: Math.floot is not a function' in or related to this line: 'self.money += Math.floot(generated);' Line Number: 643
Code edit (2 edits merged)
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User prompt
when updating money, update tapCount also
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when updating tapCount, update also progressManager money
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Please fix the bug: 'Script error.' in or related to this line: 'LK.setInterval(function () {' Line Number: 720
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call progressManager updateGame every second
Code edit (1 edits merged)
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Code edit (16 edits merged)
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implement GeneratorButton down event by: - if tapCount < cost; return - if tapCount >= cost; buy corresponding generator using progressManager
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create a new global: maxGenerators = 2; in GeneratorButton take an index ; force it between 0 and maxGenerators; use it for the generatorAsset
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Please fix the bug: 'Cannot read properties of undefined (reading 'generatorButtons')' in or related to this line: 'if (self === rightBoard.generatorButtons[0]) {' Line Number: 233
/**** * 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 = 200; // 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(); }; }); var GeneratorButton = Container.expand(function () { var self = Container.call(this); // Attach a button asset to the class var buttonGraphics = self.attachAsset('generatorButton', { anchorX: 0.5, anchorY: 0.5 }); // Ensure rightBoard is initialized before accessing its properties if (typeof rightBoard !== 'undefined' && self === rightBoard.generatorButtons[0]) { var generatorAsset = self.attachAsset('generator_1', { anchorX: 0.5, anchorY: 0.5 }); } // Position the button at the center of the screen self.x = 2048 / 2; self.y = 2732 / 2; // Event handler called when a press happens on the button self.down = function (x, y, obj) { console.log("Generator button pressed"); // Implement logic to trigger generator purchase or upgrade }; }); // 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, visible: false }); // Position the rightBoard at the right side of the screen self.x = 2048 - rightBoardGraphics.width / 2 - rightBoardGraphics.width * 0.1; self.y = 2732 / 3; self.generatorButtons = []; // Initialize an array to hold generator buttons // Create and position generator buttons for (var i = 0; i < 3; i++) { var generatorButton = new GeneratorButton(); generatorButton.x = 0; //0 * self.x + i * 100 - 100; // Position buttons with some spacing generatorButton.y = i * rightBoardGraphics.height + i * rightBoardGraphics.height * 0.1; //self.y; self.generatorButtons.push(generatorButton); self.addChild(generatorButton); } // 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();
/****
* 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 = 200; // 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();
};
});
var GeneratorButton = Container.expand(function () {
var self = Container.call(this);
// Attach a button asset to the class
var buttonGraphics = self.attachAsset('generatorButton', {
anchorX: 0.5,
anchorY: 0.5
});
// Ensure rightBoard is initialized before accessing its properties
if (typeof rightBoard !== 'undefined' && self === rightBoard.generatorButtons[0]) {
var generatorAsset = self.attachAsset('generator_1', {
anchorX: 0.5,
anchorY: 0.5
});
}
// Position the button at the center of the screen
self.x = 2048 / 2;
self.y = 2732 / 2;
// Event handler called when a press happens on the button
self.down = function (x, y, obj) {
console.log("Generator button pressed");
// Implement logic to trigger generator purchase or upgrade
};
});
// 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,
visible: false
});
// Position the rightBoard at the right side of the screen
self.x = 2048 - rightBoardGraphics.width / 2 - rightBoardGraphics.width * 0.1;
self.y = 2732 / 3;
self.generatorButtons = []; // Initialize an array to hold generator buttons
// Create and position generator buttons
for (var i = 0; i < 3; i++) {
var generatorButton = new GeneratorButton();
generatorButton.x = 0; //0 * self.x + i * 100 - 100; // Position buttons with some spacing
generatorButton.y = i * rightBoardGraphics.height + i * rightBoardGraphics.height * 0.1; //self.y;
self.generatorButtons.push(generatorButton);
self.addChild(generatorButton);
}
// 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();
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".