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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
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move global animateHeart() function code inside of BigHeart.animateHeartGraphics() function
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now move animateHeart code inside BigHeart.animateHeartGraphics() function
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Please fix the bug: 'Cannot set properties of undefined (setting 'animateHeartGraphics')' in or related to this line: 'self.animateHeartGraphics = function () {' Line Number: 748
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Please fix the bug: 'Cannot set properties of undefined (setting 'animateHeartGraphics')' in or related to this line: 'self.animateHeartGraphics = function () {' Line Number: 748
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Please fix the bug: 'Cannot set properties of undefined (setting 'animateHeartGraphics')' in or related to this line: 'self.animateHeartGraphics = function () {' Line Number: 748
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Please fix the bug: 'Cannot set properties of undefined (setting 'animateHeartGraphics')' in or related to this line: 'self.animateHeartGraphics = function () {' Line Number: 748
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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
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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;
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Please fix the bug: 'Cannot set properties of undefined (setting 'checkLevelProgress')' in or related to this line: 'self.checkLevelProgress = function (heartType) {' Line Number: 750
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Please fix the bug: 'Cannot set properties of undefined (setting 'checkLevelProgress')' in or related to this line: 'self.checkLevelProgress = function (heartType) {' Line Number: 745
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Please fix the bug: 'Cannot set properties of undefined (setting 'checkLevelProgress')' in or related to this line: 'self.checkLevelProgress = function (heartType) {' Line Number: 745
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move tapCount checking logic from bigheart.down event handler into a function in progressManager: 'checkLevelProgress()'
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EXTRACT EXPLOSION LOGIC from BigHeart so that GENERATORS too can TRIGGER EXPLOSION
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if progressManager generates money call animateHeart
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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
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/**** 
* 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 2Ο
					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(); /**** 
* 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 2Ο
					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();
:quality(85)/https://cdn.frvr.ai/6795575b3e37286b7983d8ac.png%3F3) 
 a big lovely heart
:quality(85)/https://cdn.frvr.ai/679608d4b242d70a84f2bb06.png%3F3) 
 a big stone heart
:quality(85)/https://cdn.frvr.ai/67960abbb242d70a84f2bb12.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6796547cd63d184aa47a9fd2.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67965648b242d70a84f2bba2.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/679656e4b242d70a84f2bbab.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/679657b8b242d70a84f2bbae.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/679972141f2a754c4618425f.png%3F3) 
 a big used copper heart
:quality(85)/https://cdn.frvr.ai/679972ff1f2a754c46184275.png%3F3) 
 face view of a big bronze heart
:quality(85)/https://cdn.frvr.ai/679973ca1f2a754c46184297.png%3F3) 
 face view of a big silver heart
:quality(85)/https://cdn.frvr.ai/679975c71f2a754c461842dc.png%3F3) 
 Big shining gold heart verly slightly ornate. face view.
:quality(85)/https://cdn.frvr.ai/6799770a1f2a754c461842fe.png%3F3) 
 Big precious shiny porcelain heart slightly ornate. face view.
:quality(85)/https://cdn.frvr.ai/679978441f2a754c46184320.png%3F3) 
 Large precious heart in mother-of-pearl, lightly ornate. Front view.
:quality(85)/https://cdn.frvr.ai/679979061f2a754c4618432d.png%3F3) 
 Large heart in precious ruby, very lightly decorated. Front view.
:quality(85)/https://cdn.frvr.ai/6799799f1f2a754c4618433b.png%3F3) 
 The most precious large heart in diamond, Front view.
:quality(85)/https://cdn.frvr.ai/679aa2340aab9af650c0f77a.png%3F3) 
 clean pink enamel board witha very thin border
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 beautifull red gift box.
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 black plastic 3d triangle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67d668f253da059024b02edb.png%3F3) 
 basic red horizontal rectangle button with white text "RESET".