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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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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
===================================================================
--- original.js
+++ change.js
@@ -108,8 +108,13 @@
projectionsManager.popHearts(self.currentGraphic.heartType);
updateTapCountText(); // Update the text display
// Switch graphics based on tapCount
var frameIndex = 5 - Math.floor(tapCount / self.nbTapsPerFrame);
+ // CONTINUER ICI : EXTRACT EXPLOSION LOGIC FOR GENERATOR TO TRIGGER EXPLOSION
+ // CONTINUER ICI : EXTRACT EXPLOSION LOGIC FOR GENERATOR TO TRIGGER EXPLOSION
+ // CONTINUER ICI : EXTRACT EXPLOSION LOGIC FOR GENERATOR TO TRIGGER EXPLOSION
+ // CONTINUER ICI : EXTRACT EXPLOSION LOGIC FOR GENERATOR TO TRIGGER EXPLOSION
+ // CONTINUER ICI : EXTRACT EXPLOSION LOGIC FOR GENERATOR TO TRIGGER EXPLOSION
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;
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