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Please fix the bug: 'Timeout.tick error: TWEEN is not defined' in or related to this line: 'TWEEN.remove(frame);' Line Number: 377 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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before switching to next level, ensure that all frames of previous level are hidden
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Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'scaleX' in undefined' in or related to this line: 'tween(self.currentGraphic, {' Line Number: 224 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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You fixed the error : 'TypeError: Cannot use 'in' operator to search for 'scaleX' in undefined' in or related to this line: 'tween(self.currentGraphic, {' by Ensuring currentGraphic and nextGraphic are initialized before using tween... That's not the right way: There is no use because currentGraphic and nextGraphic are already in use by tween plugin at the time they are deleted or replaced else where in the code (ie: in explosion code) Find a more serious way to prevent that error to occur
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Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'scaleX' in undefined' in or related to this line: 'tween(self.currentGraphic, {' Line Number: 224 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'scaleX' in undefined' in or related to this line: 'tween(self.currentGraphic, {' Line Number: 224 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'scaleX' in undefined' in or related to this line: 'tween(self.currentGraphic, {' Line Number: 224 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'scaleX' in undefined' in or related to this line: 'tween(self.currentGraphic, {' Line Number: 224 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'TypeError: Cannot use 'in' operator to search for 'scaleX' in undefined' in or related to this line: 'tween(self.currentGraphic, {' Line Number: 224 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Script error.' in or related to this line: 'tween(self.currentGraphic, {' Line Number: 216 βͺπ‘ Consider importing and using the following plugins: @upit/tween.v1
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'heartType')' in or related to this line: 'projectionsManager.popHearts(self.currentGraphic.heartType);' Line Number: 205
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Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading 'index')' in or related to this line: 'log("Current indexes:: ", self.currentGraphic.index, ',', self.nextGraphic.index); // Log the tap count' Line Number: 195
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading 'alpha')' in or related to this line: 'log("Alpha progress:", alphaProgress, "Current alpha:", self.currentGraphic.alpha, "Next alpha:", self.nextGraphic.alpha);' Line Number: 291
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Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'alpha')' in or related to this line: 'self.currentGraphic.alpha = 1 - alphaProgress;' Line Number: 287
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Please fix the bug: 'Timeout.tick error: undefined is not an object (evaluating 'self.currentGraphic.scaleX = 1.1')' in or related to this line: 'self.currentGraphic.scaleX = 1.1;' Line Number: 276
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Please fix the bug: 'Timeout.tick error: undefined is not an object (evaluating 'self.currentGraphic.scaleX = 1.1')' in or related to this line: 'self.currentGraphic.scaleX = 1.1;' Line Number: 276
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Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'scaleX')' in or related to this line: 'self.currentGraphic.scaleX = 1.1;' Line Number: 268
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Please fix the bug: 'Timeout.tick error: Cannot set properties of undefined (setting 'scaleX')' in or related to this line: 'self.currentGraphic.scaleX = 1.1;' Line Number: 270
/**** 
* 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 = 12; // 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
			});
		}
	}
	log("Setting frames in constructor...");
	self.currentGraphic = self.heartFrames[self.heartType][5];
	self.nextGraphic = self.heartFrames[self.heartType][4];
	if (self.currentGraphic) {
		if (self.currentGraphic && self.currentGraphic.scaleX !== undefined) {
			self.currentGraphic.scaleX = 1.1;
		}
		if (self.currentGraphic && self.currentGraphic.scaleY !== undefined) {
			self.currentGraphic.scaleY = 1.1;
		}
		self.currentGraphic.visible = true;
	}
	if (self.nextGraphic) {
		if (self.nextGraphic.scaleX !== undefined) {
			self.nextGraphic.scaleX = 1.1;
		}
		if (self.nextGraphic.scaleY !== undefined) {
			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) {
		// Log the down event
		log("Down event triggered on BigHeart");
		log("Current indexes:: ", self.currentGraphic.index, ',', self.nextGraphic.index); // Log the tap count
		// Increment tap counter
		progressManager.manualGeneration();
		self.animateBeat();
		self.animateFrames();
		// Create a new heart projection using the current frame index
		projectionsManager.popHearts(self.currentGraphic.heartType);
		shakeMiddleground();
	};
	// Beat Animation
	self.animateBeat = function () {
		// Play beat sound
		LK.getSound('bump').play();
		tween(self.currentGraphic, {
			scaleX: 1.2,
			scaleY: 1.2,
			x: 0
		}, {
			duration: 100,
			onFinish: function onFinish() {
				tween(self.currentGraphic, {
					scaleX: 1.1,
					scaleY: 1.1,
					x: 0
				}, {
					duration: 100
				});
			}
		});
		if (!self.explosionTriggered) {
			tween(self.nextGraphic, {
				scaleX: 1.2,
				scaleY: 1.2,
				x: 0
			}, {
				duration: 100,
				onFinish: function onFinish() {
					tween(self.nextGraphic, {
						scaleX: 1.1,
						scaleY: 1.1,
						x: 0
					}, {
						duration: 100
					});
				}
			});
		}
	};
	// Frames Animation
	self.animateFrames = function () {
		if (self.explosionTriggered || tapCount >= self.tapLimit * (self.heartType + 1)) {
			return;
		}
		// Calculate progress within current heart level
		var currentLevelTaps = (self.heartType + 1) * self.tapLimit;
		var previousLevelTaps = self.heartType * self.tapLimit;
		var tapsInCurrentLevel = tapCount - previousLevelTaps;
		var progressInLevel = tapsInCurrentLevel / (currentLevelTaps - previousLevelTaps);
		// Calculate which frame we should be showing (0-5)
		// We have 6 frames (0-5) and we want to progress through them as we get more taps
		var frameProgress = progressInLevel * 5; // Scale progress to 0-5 range
		var currentFrameIndex = Math.floor(frameProgress);
		var nextFrameIndex = Math.min(5, currentFrameIndex + 1);
		log("Frame progress:", frameProgress, "Current frame:", currentFrameIndex, "Next frame:", nextFrameIndex);
		// Update current and next graphics
		if (self.currentGraphic !== self.heartFrames[self.heartType][currentFrameIndex]) {
			log("Switching to frame", currentFrameIndex);
			self.currentGraphic = self.heartFrames[self.heartType][currentFrameIndex];
			self.nextGraphic = self.heartFrames[self.heartType][nextFrameIndex];
			// Make all frames invisible first
			self.heartFrames[self.heartType].forEach(function (frame) {
				frame.visible = false;
			});
			// Show only current and next frames
			if (self.currentGraphic) {
				self.currentGraphic.visible = true;
			}
			if (self.nextGraphic) {
				self.nextGraphic.visible = true;
			}
			// Reset scales
			self.currentGraphic.scaleX = 1.1;
			self.currentGraphic.scaleY = 1.1;
			self.nextGraphic.scaleX = 1.1;
			self.nextGraphic.scaleY = 1.1;
		}
		// Calculate alpha for smooth transition between frames
		var alphaProgress = frameProgress - currentFrameIndex; // Gets decimal part
		self.currentGraphic.alpha = 1 - alphaProgress;
		//self.nextGraphic.alpha = alphaProgress;
		log("Alpha progress:", alphaProgress, "Current alpha:", self.currentGraphic.alpha, "Next alpha:", self.nextGraphic.alpha);
	};
	// Explosion Animation
	self.animateExplosion = function () {
		if (!self.explosionTriggered) {
			self.explosionTriggered = true;
			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;
						log("Changing frames in animateExplosion...");
						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);
		}
	};
});
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) {
		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
					});
				}
			});
		}
	});
}
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: 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.generatorCounts = {}; // Add a counter for each generator
	self.upgrades = {};
	self.currentTime = Date.now();
	self.currentLevel = 0;
	//self.nextLevelLimit = 10;
	self.tapsPerLevel = {
		0: 10,
		1: 100,
		2: 1000,
		3: 10000,
		4: 100000,
		5: 1000000,
		6: 10000000,
		7: 100000000,
		8: 1000000000,
		9: 10000000000
	};
	self.lastUpdateTime = self.currentTime;
	self.updateGame = function () {
		//log("ProgressManager updateGame...");
		var now = Date.now();
		var deltaTime = now - self.lastUpdateTime;
		var tempGenerated = 0;
		// Update generators
		Object.values(self.generators).forEach(function (generator) {
			var generated = generator.generate(deltaTime) * self.generatorCounts[generator.id];
			log("generator => +" + generated);
			tempGenerated += Math.ceil(generated);
		});
		self.money += tempGenerated;
		if (tempGenerated > 0) {
			bigHeart.animateBeat();
		}
		tapCount = self.money; // Update tapCount to reflect the current money
		updateTapCountText(); // Update the text display
		//log("Tap count: ", tapCount); // Log the tap count
		self.checkProgress(); // Check the progress
		self.lastUpdateTime = now;
	};
	self.manualGeneration = function () {
		tapCount++;
		self.money++;
		log("manualGeneration Tap count: ", tapCount); // Log the tap count
		updateTapCountText(); // Update the text display
	};
	self.checkProgress = function () {
		//if (tapCount >= self.nextLevelLimit * (self.currentLevel + 1)) {
		if (tapCount >= self.tapsPerLevel[self.currentLevel]) {
			self.currentLevel++;
			bigHeart.heartType = self.currentLevel;
			bigHeart.animateFrames();
			// Explosion
			bigHeart.animateExplosion();
		}
	};
	self.buyGenerator = function (generatorId) {
		var generatorConfig = Object.values(GENERATORS).find(function (g) {
			return g.id === generatorId;
		});
		if (!generatorConfig) {
			log("Generator with id ".concat(generatorId, " not found"));
			return false;
		}
		if (self.money < generatorConfig.cost) {
			log("No enough money");
			return false;
		}
		self.money -= generatorConfig.cost;
		if (!self.generators[generatorId]) {
			self.generators[generatorId] = new Generator(generatorConfig);
			self.generatorCounts[generatorId] = 0; // Initialize count if not present
		}
		self.generatorCounts[generatorId] += 1; // Increment the count for the generator
		log("Nb " + generatorId, self.generatorCounts[generatorId]);
		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(); ===================================================================
--- original.js
+++ change.js
@@ -198,9 +198,9 @@
 		}
 		// Calculate alpha for smooth transition between frames
 		var alphaProgress = frameProgress - currentFrameIndex; // Gets decimal part
 		self.currentGraphic.alpha = 1 - alphaProgress;
-		self.nextGraphic.alpha = alphaProgress;
+		//self.nextGraphic.alpha = alphaProgress;
 		log("Alpha progress:", alphaProgress, "Current alpha:", self.currentGraphic.alpha, "Next alpha:", self.nextGraphic.alpha);
 	};
 	// Explosion Animation
 	self.animateExplosion = function () {
 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
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 beautifull red gift box.
 black plastic 3d triangle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
 basic red horizontal rectangle button with white text "RESET".