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in the same way update : ``` rightBoard.generatorButtons[generatorId].children.forEach(function (child) { if (child instanceof Text2 && child.text !== generatorConfig.cost.toString()) { child.setText(self.generatorCounts[generatorId].toString()); } }); ``` for countText
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now update the lines : ``` rightBoard.generatorButtons[index].children.forEach(function (child) { if (child instanceof Text2) { child.setText(generatorConfig.cost.toString()); // Update the cost text to reflect the new exponential cost } }); ``` to use costText property
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Please fix the bug: 'costText is not defined' in or related to this line: 'costText.x = 45;' Line Number: 426
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Please fix the bug: 'countText is not defined' in or related to this line: 'countText.x = -buttonGraphics.width / 2 + 10;' Line Number: 423
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in GeneratorButton, make costText & countText public properties (self.costText & self.countText)
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in generator buttons add a new small text at top left corner to show the number of bought generators
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extract the '1.2' of Math.pow(1.2, currentCount + 1) into a property 'self.priceIncreaseRate' in ProgressManager
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now button show '0' instead of 'NaN', it's better but it's worng: it should be 10 then 10^1.2 then ....
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try to fix NaN written on gen buttons after a purchase
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make each generators cost exponentially depend on number of bought genrators and update the corresponding GeneratorButton text
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make each generators cost grow exponentially after each buying
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Please fix the bug: 'Cannot read properties of undefined (reading 'cost')' in or related to this line: 'var costText = new Text2(self.config.cost.toString(), {' Line Number: 401
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now use the generator cost for the text on the button
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animate button with a bump on successful buying ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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in updateGeneratorsUi, when a button is shown for the first time, animate its entrance from the right border ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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in updateGeneratorsUi, when a generatorButtons is displayed, store a flag 'wasShown' in this generatorButton. then if wasShown don't make it invisble even if player can't buy
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in updateGeneratorsUi, set buttons alpha to 0.75 when player can't but them
/**** * 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 (newBg && 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"); if (self.currentGraphic && self.nextGraphic) { log("Current indexes:: ", self.currentGraphic.index, ',', self.nextGraphic.index); // Log the tap count } else { log("CurrentGraphic or NextGraphic is not initialized."); } // Increment tap counter progressManager.manualGeneration(); self.animateBeat(); self.animateFrames(); // Create a new heart projection using the current frame index if (self.currentGraphic) { projectionsManager.popHearts(self.currentGraphic.heartType); } else { log("CurrentGraphic is not initialized."); } shakeMiddleground(); }; // Beat Animation self.animateBeat = function () { // Play beat sound LK.getSound('bump').play(); if (self.currentGraphic) { if (!self.currentGraphic._activeTween) { self.currentGraphic._activeTween = tween(self.currentGraphic, { scaleX: 1.2, scaleY: 1.2, x: 0 }, { duration: 100, onFinish: function onFinish() { if (self.currentGraphic) { delete self.currentGraphic._activeTween; tween(self.currentGraphic, { scaleX: 1.1, scaleY: 1.1, x: 0 }, { duration: 100 }); } } }); } } if (self.nextGraphic && !self.nextGraphic._activeTween) { self.nextGraphic._activeTween = tween(self.nextGraphic, { duration: 250, onFinish: function onComplete() { if (self.nextGraphic) { delete self.nextGraphic._activeTween; tween(self.nextGraphic, { scaleX: 1.2, scaleY: 1.2, x: 0 }, { duration: 100, onFinish: function onFinish() { if (self.nextGraphic) { delete self.nextGraphic._activeTween; 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 in current level (0 to 1) var progress = (tapCount - self.heartType * self.tapLimit) / self.tapLimit; // Map progress to frame indices (frames go from 5 to 0) var frameProgress = progress * 5; var currentFrame = 5 - Math.floor(frameProgress); var nextFrame = Math.max(0, currentFrame - 1); var alpha = frameProgress - Math.floor(frameProgress); // Update frame visibility only if current frame changed if (self.currentGraphic !== self.heartFrames[self.heartType][currentFrame]) { // Hide all frames self.heartFrames[self.heartType].forEach(function (frame) { return frame.visible = false; }); // Setup current and next frames self.currentGraphic = self.heartFrames[self.heartType][currentFrame]; self.nextGraphic = self.heartFrames[self.heartType][nextFrame]; [self.currentGraphic, self.nextGraphic].forEach(function (frame) { if (frame) { frame.visible = true; frame.scaleX = frame.scaleY = 1.1; } }); } // Update alpha for smooth transition if (self.currentGraphic) { self.currentGraphic.alpha = 1 - alpha; } }; // Explosion Animation self.animateExplosion = function (callback) { if (!self.explosionTriggered) { self.explosionTriggered = true; if (!isDebug) { LK.getSound('boom').play(); } var cloneGraphic; if (self.nextGraphic) { cloneGraphic = LK.getAsset('heart_' + self.nextGraphic.heartType + '_frame_' + self.nextGraphic.index, { anchorX: 0.5, anchorY: 0.5, scaleX: self.nextGraphic.scaleX, scaleY: self.nextGraphic.scaleY, alpha: 1 }); self.addChild(cloneGraphic); } LK.setTimeout(function () { LK.effects.flashScreen(0xffffff, 1000); // Flash the screen white for 500ms background.changeBackground(progressManager.currentLevel + 1); // Change background when level changes if (self.nextGraphic) { log("nextGraphic for explosion!", self.nextGraphic); tween(cloneGraphic, { 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; }); self.explosionTriggered = false; // Reset explosion flag cloneGraphic.destroy(); // Remove the clone after animation if (callback) { callback(); } } }); // Pre scale next heart tween(self.heartFrames[self.heartType + 1][5], { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut }); tween(self.heartFrames[self.heartType + 1][4], { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut }); } else { log("No nextGraphic for explosion!"); } }, 205); } }; self.resetGraphics = function () { log("resetGraphics..."); // Stop current graphic tweens if (self.currentGraphic && self.currentGraphic._activeTween) { self.currentGraphic._activeTween.stop(); } if (self.nextGraphic && self.nextGraphic._activeTween) { self.nextGraphic._activeTween.stop(); } // Hide only active frames if (self.currentGraphic) { self.currentGraphic.visible = false; } if (self.nextGraphic) { self.nextGraphic.visible = false; } self.currentGraphic = null; self.nextGraphic = null; }; }); // Constants for Generators and Upgrades 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 }); if (typeof GENERATORS !== 'undefined') { self.config = Object.values(GENERATORS).find(function (g) { return g.id === self.index; }); } else { console.error("GENERATORS is not defined"); self.config = { cost: 0 }; // Default to prevent undefined error } var costText = new Text2(self.config.cost.toString(), { size: 50, fill: 0x043515, dropShadow: true, align: 'center' }); costText.x = 45; costText.y = 75; self.visible = false; self.addChild(costText); if (typeof GENERATORS !== 'undefined') { self.config = Object.values(GENERATORS).find(function (g) { return g.id === self.index; }); } else { console.error("GENERATORS is not defined"); } // 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 < self.config.cost) { log("No enough love"); LK.getSound('cantBuyGenerator').play(); // Play sound when player can't buy tween(self, { x: 10, y: 10 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { x: -10, y: -10 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(self, { x: 0, y: 0 }, { duration: 100, easing: tween.easeInOut }); } }); } }); return; // Exit if not enough taps } // Buy the corresponding generator using progressManager if (progressManager.buyGenerator(self.index)) { log("Generator purchased successfully"); tween(self, { scaleX: 1.2, // Increase scale for bump effect scaleY: 1.2 }, { duration: 100, // Duration of the bump easing: tween.easeOut, // Easing function for smooth effect onFinish: function onFinish() { tween(self, { // Return to original scale scaleX: 1, scaleY: 1 }, { duration: 100, easing: tween.easeIn }); } }); } 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 ****/ // Constants for Generators and Upgrades var GENERATORS = 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 }, CHOCLATE: { id: 1, name: "Choclate", description: "A sweet choclate that generates love faster", autoClick: true, clickRate: 2, cost: 50, upgradeLevel: 0 }, CHAIN_BRACELET: { id: 2, name: "Chain Bracelet", description: "A beautiful chain bracelet that generates love even faster", autoClick: true, clickRate: 3, cost: 100, 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 } }; 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; // Progress Management function ProgressManager() { var self = this; self.maxHeartBeatsPerSecond = 8; // Add maxHeartBeatsPerSecond property self.money = 0; self.generators = {}; self.generatorCounts = {}; // Add a counter for each generator self.upgrades = {}; self.currentTime = Date.now(); self.currentLevel = 0; self.tapsPerLevel = { 0: 99, 1: 999, 2: 9999, 3: 99999, 4: 999999, 5: 9999999, 6: 99999999, 7: 999999999, 8: 9999999999, 9: 99999999999 }; if (isDebug) { self.tapsPerLevel = { 0: 10, 1: 30, 2: 50, 3: 70, 4: 90, 5: 110, 6: 130, 7: 150, 8: 170, 9: 200 }; } self.lastUpdateTime = self.currentTime; self.updateGeneratorsUi = function () { // Update generator button visibility based on money //log("Updating Generators UI"); rightBoard.generatorButtons.forEach(function (button, index) { var generatorConfig = rightBoard.generatorButtons[index].config; rightBoard.generatorButtons[index].children.forEach(function (child) { if (child instanceof Text2) { child.setText(generatorConfig.cost.toString()); // Update the cost text to reflect the new exponential cost } }); if (generatorConfig) { // Store a flag 'wasShown' in generatorButton when displayed if (self.money >= generatorConfig.cost * 0.75) { if (!button.wasShown) { button.x = 2048 + button.width; // Start from the right border tween(button, { x: 0 }, { duration: 500, easing: tween.easeOut }); // Animate entrance } // Show generator if player has at least 75% of its cost button.wasShown = true; button.visible = true; // Set alpha to 0.75 if player can't buy the generator button.alpha = self.money >= generatorConfig.cost ? 1 : 0.6; } else { button.visible = button.wasShown; button.alpha = 0.6; } } else { button.visible = false; } }); }; 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); }); // Calculate beats based on generation rate var beatsToGenerate = Math.floor(tempGenerated / 2); // One beat every 10 taps generated beatsToGenerate = Math.min(beatsToGenerate, self.maxHeartBeatsPerSecond); // Cap at 5 beats per update to avoid overwhelming self.money += tempGenerated; self.updateGeneratorsUi(); // Trigger multiple beats based on generation rate if (tempGenerated > 0) { for (var i = 0; i < beatsToGenerate; i++) { LK.setTimeout(function () { bigHeart.animateBeat(); }, i * 300); } } 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.updateGeneratorsUi(); self.checkProgress(); // Check for level up immediately }; self.checkProgress = function () { if (tapCount >= self.tapsPerLevel[self.currentLevel]) { if (self.currentLevel < 9) { // Ensure we don't exceed level 9 var previousLevel = self.currentLevel; var previousFrames = bigHeart.heartFrames[previousLevel] || []; previousFrames.forEach(function (frame) { if (frame && frame._activeTween) { frame._activeTween.stop(); } frame.visible = false; }); bigHeart.animateExplosion(function () { self.currentLevel++; bigHeart.heartType = self.currentLevel; bigHeart.currentGraphic = bigHeart.heartFrames[bigHeart.heartType][5]; bigHeart.nextGraphic = bigHeart.heartFrames[bigHeart.heartType][4]; bigHeart.currentGraphic.visible = true; projectionsManager.updateHeartType(bigHeart.heartType); bigHeart.nextGraphic.visible = true; tween(bigHeart.currentGraphic, { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut }); tween(bigHeart.nextGraphic, { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut }); }); } } }; self.buyGenerator = function (generatorId) { var generatorConfig = Object.values(GENERATORS).find(function (g) { return g.id === generatorId; }); if (!generatorConfig) { log("Generator not found"); return false; } // Check if player has enough money if (self.money < generatorConfig.cost) { log("Not enough money"); return false; } self.money -= generatorConfig.cost; // Update cost exponentially generatorConfig.cost = Math.floor(generatorConfig.cost * Math.pow(1.2, self.generatorCounts[generatorId])); // Update the button's config cost as well rightBoard.generatorButtons[generatorId].config.cost = 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]); LK.getSound('buyGenerator').play(); 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
@@ -861,17 +861,21 @@
var generatorConfig = Object.values(GENERATORS).find(function (g) {
return g.id === generatorId;
});
if (!generatorConfig) {
- log("Generator with id ".concat(generatorId, " not found"));
+ log("Generator not found");
return false;
}
+ // Check if player has enough money
if (self.money < generatorConfig.cost) {
- log("No enough money");
+ log("Not enough money");
return false;
}
self.money -= generatorConfig.cost;
- generatorConfig.cost = Math.floor(generatorConfig.cost * Math.pow(1.2, self.generatorCounts[generatorId])); // Update cost exponentially
+ // Update cost exponentially
+ generatorConfig.cost = Math.floor(generatorConfig.cost * Math.pow(1.2, self.generatorCounts[generatorId]));
+ // Update the button's config cost as well
+ rightBoard.generatorButtons[generatorId].config.cost = generatorConfig.cost;
if (!self.generators[generatorId]) {
self.generators[generatorId] = new Generator(generatorConfig);
self.generatorCounts[generatorId] = 0; // Initialize count if not present
}
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".