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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 ↪💡 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 ↪💡 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 ↪💡 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 ↪💡 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 ↪💡 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 ↪💡 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 ↪💡 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 ↪💡 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
Code edit (17 edits merged)
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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 2π 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".