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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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===================================================================
--- original.js
+++ change.js
@@ -102,9 +102,12 @@
}
log("Current indexes:: ", self.currentGraphic.index, ',', self.nextGraphic.index); // Log the tap count
// Increment tap counter
tapCount++; // Increment global tap counter
- progressManager.checkLevelProgress(self.currentGraphic.heartType);
+ 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);
// CONTINUER ICI : EXTRACT EXPLOSION LOGIC FOR GENERATOR TO TRIGGER EXPLOSION
// CONTINUER ICI : EXTRACT EXPLOSION LOGIC FOR GENERATOR TO TRIGGER EXPLOSION
@@ -549,8 +552,9 @@
var self = this;
self.money = 0;
self.generators = {};
self.generatorCounts = {}; // Add a counter for each generator
+ self.lastManualTaps = 0; // Initialize lastManualTaps to track manual taps
self.upgrades = {};
self.currentTime = Date.now();
self.lastUpdateTime = self.currentTime;
self.updateGame = function () {
@@ -563,16 +567,20 @@
var generated = generator.generate(deltaTime) * self.generatorCounts[generator.id];
log("generator => +" + generated);
tempGenerated += Math.ceil(generated);
});
- self.money += tempGenerated;
+ self.money += tempGenerated + self.lastManualTaps; // Add lastManualTaps to money
+ self.lastManualTaps = 0; // Reset lastManualTaps after adding to money
if (tempGenerated > 0) {
animateHeart(bigHeart.currentGraphic, 1.2, 1.1, 100);
}
tapCount = self.money; // Update tapCount to reflect the current money
updateTapCountText(); // Update the text display
self.lastUpdateTime = now;
};
+ self.manualGeneration = function () {
+ self.lastManualTaps += 1; // Increment lastManualTaps
+ };
self.buyGenerator = function (generatorId) {
var generatorConfig = Object.values(GENERATORS).find(function (g) {
return g.id === generatorId;
});
@@ -608,13 +616,8 @@
upgrade.apply(targetGenerator);
self.upgrades[upgradeId] = upgrade;
return true;
};
- self.checkLevelProgress = function (heartType) {
- self.money = tapCount; // Update progressManager money with tapCount
- projectionsManager.popHearts(heartType);
- updateTapCountText(); // Update the text display
- };
}
function Generator(config) {
var self = this;
self.id = config.id;
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