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Please fix the bug: 'ReferenceError: VALUE is not defined' in or related to this line: 'if (self.lastX <= VALUE && self.x > VALUE) {' Line Number: 193
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implement 1. without breaking anything
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call to Projections.updateHeartType was lost. add it again
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these lines seem redundant: var nextIndex = (bigHeart.heartType + 1) % 10; bigHeart.heartFrames[nextIndex][5].visible = true; bigHeart.heartFrames[nextIndex][4].visible = true; fix please
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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
/****
* 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 = 5 - Math.floor(frameProgress);
var nextFrameIndex = Math.max(0, 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
if (self.currentGraphic) {
self.currentGraphic.scaleX = 1.1;
self.currentGraphic.scaleY = 1.1;
}
if (self.nextGraphic) {
self.nextGraphic.scaleX = 1.1;
self.nextGraphic.scaleY = 1.1;
}
}
// Calculate alpha for smooth transition between frames
var alphaProgress = frameProgress - currentFrameIndex; // Gets decimal part
if (self.currentGraphic) {
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();
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