Code edit (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Script error.' in or related to this line: 'throw new Error("Generator with id ".concat(generatorId, " not found"));' Line Number: 684
Code edit (1 edits merged)
Please save this source code
User prompt
move global animateHeart() function code inside of BigHeart.animateHeartGraphics() function
User prompt
now move animateHeart code inside BigHeart.animateHeartGraphics() function
Code edit (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'animateHeartGraphics')' in or related to this line: 'self.animateHeartGraphics = function () {' Line Number: 748
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'animateHeartGraphics')' in or related to this line: 'self.animateHeartGraphics = function () {' Line Number: 748
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'animateHeartGraphics')' in or related to this line: 'self.animateHeartGraphics = function () {' Line Number: 748
User prompt
Please fix the bug: 'Cannot set properties of undefined (setting 'animateHeartGraphics')' in or related to this line: 'self.animateHeartGraphics = function () {' Line Number: 748
User prompt
extract ``` // 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); } ``` in a separate function in BigHeart class
Code edit (1 edits merged)
Please save this source code
User prompt
add a property lastManualTaps in ProgressManager; add its value to money in updateGame then set it 0; add a function 'manualGeneration' that increase lastManualTaps in ProgressManager;
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: 750
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)
Please save this source code
User prompt
if progressManager generates money call animateHeart
Code edit (2 edits merged)
Please save this source code
User prompt
in ProgressManager, handle a counter for each generator to allow buying multiple generators of the same kind
Code edit (1 edits merged)
Please save this source code
User prompt
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)
Please save this source code
/****
* 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 = 10; // 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
progressManager.money = tapCount; // Update progressManager money with tapCount
// 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 (index) {
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
self.index = Math.min(Math.max(0, index), maxGenerators);
var generatorAsset = self.attachAsset('generator_' + self.index, {
anchorX: 0.5,
anchorY: 0.5
});
var costText = new Text2('100', {
size: 50,
fill: 0x043515,
dropShadow: true,
align: 'center'
});
costText.x = 45;
costText.y = 75;
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");
// Check if tapCount is less than the cost of the generator
if (tapCount < GENERATORS.ROSE.cost) {
log("No enough love");
return; // Exit if not enough taps
}
// Buy the corresponding generator using progressManager
if (progressManager.buyGenerator(self.index)) {
log("Generator purchased successfully");
} else {
log("Failed to purchase generator");
}
};
});
// 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 2Ļ
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(i);
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);
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 maxGenerators as a global variable
var maxGenerators = 2;
// 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 = {
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: 10,
upgradeLevel: 0
}
};
var UPGRADES = {
LOVE_FILTER: {
id: 0,
name: "Love Filter",
description: "A powerful love filter that make you irresistible",
targetGenerator: 1,
// Targets Generator #1 (Me)
multipliers: [2, 4, 8],
// Levels of multiplier
cost: 20
}
};
// 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 () {
log("ProgressManager updateGame...");
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 += Math.floot(generated);
tapCount = self.money; // Update tapCount to reflect the current money
updateTapCountText(); // Update the text display
});
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) {
log("No enough money");
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();
var intervalId = LK.setInterval(function () {
progressManager.updateGame();
}, 1000);
// Ensure to clear the interval when necessary
// LK.clearInterval(intervalId);
}
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