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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
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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
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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
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add asset generator_1 in 1st generatorButton
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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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===================================================================
--- original.js
+++ change.js
@@ -156,22 +156,31 @@
anchorY: 0.5
});
var costText = new Text2('100', {
size: 50,
- fill: 0xFFFFFF,
- dropShadow: true,
+ fill: 0x0a5524,
+ dropShadow: false,
align: 'center'
});
- costText.x = 75;
+ costText.x = 45;
costText.y = 75;
- self.addChild();
+ self.addChild(costText);
// 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
+ // Check if tapCount is less than the cost of the generator
+ if (tapCount < GENERATORS.ROSE.cost) {
+ return; // Exit if not enough taps
+ }
+ // Buy the corresponding generator using progressManager
+ if (progressManager.buyGenerator(self.index)) {
+ console.log("Generator purchased successfully");
+ } else {
+ console.log("Failed to purchase generator");
+ }
};
});
// Create a class for Projections
var Projections = Container.expand(function () {
@@ -508,21 +517,12 @@
}
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",
+ ROSE: {
+ id: 0,
+ name: "Rose",
+ description: "A charming rose that generates a few love beats",
autoClick: true,
clickRate: 0.1,
// 1 click per 10 seconds
cost: 100,
@@ -632,8 +632,6 @@
};
}
function initializeGame() {
progressManager = new ProgressManager();
- // Initialize starting generator (Me)
- progressManager.generators[GENERATORS.ME.id] = new Generator(GENERATORS.ME);
}
initializeGame();
\ No newline at end of file
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