Code edit (1 edits merged)
Please save this source code
User prompt
I don't see gifts falling; I thing activesGifts are not atteched to the GiftRain instance in the GiftRain class
Code edit (1 edits merged)
Please save this source code
User prompt
I don't see gifts falling; I thing it misses and "attachement" to GiftRain
Code edit (1 edits merged)
Please save this source code
User prompt
add logs in GifRain and RainDrop
Code edit (8 edits merged)
Please save this source code
User prompt
for GiftRain, use RainDrop instances in the giftPool. and call upsateAsset() with the generator index
User prompt
create a class RainDrop with a list of non visible assets generator_N (with N from 0 to maxGenerators) . in This class add a update asset function that takes an index as argument and make the index asset visible.
User prompt
GiftRain should not use 'generatorButton' asset but 'generator_X' asset depending on the bought generators
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'middlegroundContainer.addChild(giftRain);' Line Number: 863
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'middlegroundContainer.addChild(giftRain);' Line Number: 863
User prompt
create a new class GiftRain. It will be responsible of making a continuous animation of falling gifts. The gifts will start to fall when player buys a generator. The gifts will use the same asset as the generators buttons. The more generators bought the more gifts will spawn. Gifts spawn at random x between 100 and 1948. Gifts spawn at random y between -100 and -300. The class will use a pool of objects and re-use gifts with y > 3000
Code edit (4 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught ReferenceError: isAnimating is not defined' in or related to this line: 'if (!isAnimating && dragNode === rightBoard) {' Line Number: 530
Code edit (2 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(self.applyMomentum);' Line Number: 726
User prompt
Please fix the bug: 'Uncaught TypeError: requestAnimationFrame is not a function' in or related to this line: 'requestAnimationFrame(self.applyMomentum);' Line Number: 726
Code edit (1 edits merged)
Please save this source code
User prompt
the dragNode update should be hangled globally because currently it is not updated when up event occurs out of rightBoard or buttons
User prompt
buttons drag/swipe isn't coherent when user touches only the rightBoard and when he touches buttons. repair that to make the movement coherent
User prompt
Please fix the bug: 'Uncaught ReferenceError: dragNode is not defined' in or related to this line: 'if (dragNode) {' Line Number: 671
User prompt
currently buttons always move with the cursor. they should move with the cursor only during the mouse down state
User prompt
currently buttons always move with the cursor. they should only move when user taps the screen
User prompt
Please fix the bug: 'Uncaught ReferenceError: y is not defined' in or related to this line: 'globalStartY = y; // Update globalStartY for continuous movement' Line Number: 666
/**** 
* 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 (true || !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, 2000); // Flash the screen white for 500ms
				background.changeBackground(progressManager.currentLevel + 1); // Change background when level changes
				if (cloneGraphic) {
					log("nextGraphic for explosion!", cloneGraphic);
					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
	}
	self.costText = new Text2(self.config.cost.toString(), {
		size: 50,
		fill: 0x043515,
		dropShadow: true,
		align: 'center'
	});
	self.countText = new Text2(' ', {
		size: 50,
		fill: 0x043515,
		dropShadow: true,
		align: 'center'
	});
	self.countText.x = -buttonGraphics.width / 2 + 10;
	self.countText.y = -buttonGraphics.height / 2 + 10;
	self.addChild(self.countText);
	self.costText.x = 45;
	self.costText.y = 75;
	self.visible = false;
	self.addChild(self.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", y);
		globalStartY = y;
		self.startTime = Date.now();
	};
	self.up = function (x, y, obj) {
		var endTime = Date.now();
		var timeDiff = endTime - self.startTime;
		var distance = Math.sqrt(Math.pow(x - self.startX, 2) + Math.pow(y - globalStartY, 2));
		if (timeDiff < 200 && distance < 10) {
			// Detected as a tap
			log("Detected tap on Generator button");
			// 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");
			}
		} else {
			// Detected as a swipe
			log("Detected swipe on Generator button");
			rightBoard.handleSwipe(y - globalStartY);
		}
	};
});
// 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,
		width: 400,
		height: 3000,
		alpha: 0.2,
		visible: true // For Debuging
	});
	// Position the rightBoard at the right side of the screen
	self.x = 1848;
	self.y = 1366;
	self.buttonsOffsetX = 50;
	self.buttonsOffsetY = -300;
	self.generatorButtons = []; // Initialize an array to hold generator buttons
	// Create and position generator buttons
	for (var i = 0; i <= 9; i++) {
		// Todo : use maxGenerators
		var generatorButton = new GeneratorButton(i);
		generatorButton.x = self.buttonsOffsetX; //0 * self.x + i * 100 - 100; // Position buttons with some spacing
		generatorButton.y = self.buttonsOffsetY + i * 300 + i * 300 * 0.1; //self.y;
		self.generatorButtons.push(generatorButton);
		self.addChild(generatorButton);
	}
	self.down = function (x, y, obj) {
		log("Generator button pressed", y);
		globalStartY = y;
		self.startTime = Date.now();
		dragNode = self; // Set dragNode to the button being pressed
	};
	self.up = function (x, y, obj) {
		var endTime = Date.now();
		var timeDiff = endTime - self.startTime;
		var distance = Math.sqrt(Math.pow(x - self.startX, 2) + Math.pow(y - globalStartY, 2));
		if (timeDiff < 200 && distance < 10) {
			// Detected as a tap
			log("Detected tap on RightBoard");
		} else {
			// Detected as a swipe
			log("Detected swipe on RightBoard");
			self.handleSwipe(y - globalStartY, y);
		}
		dragNode = null; // Reset dragNode when mouse is up
	};
	// Add any additional functionality or properties for rightBoard here
	self.handleSwipe = function (deltaY, y) {
		// Calculate new positions for the first and last buttons
		var firstButtonNewY = self.y + self.generatorButtons[0].y + deltaY;
		var lastButtonNewY = self.y + self.generatorButtons[self.generatorButtons.length - 1].y + deltaY;
		log("firstButtonNewY:", firstButtonNewY, "lastButtonNewY:", lastButtonNewY);
		// Check if the first button stays above the screen center and the last button stays below the screen center
		// Adjust deltaY to prevent moving beyond boundaries
		if (deltaY > 0) {
			deltaY = Math.min(deltaY, 1000 - (self.y + self.generatorButtons[0].y));
		}
		if (deltaY < 0) {
			deltaY = Math.max(deltaY, 1366 - (self.y + self.generatorButtons[self.generatorButtons.length - 1].y));
		}
		// Move all generator buttons vertically based on swipe direction
		self.generatorButtons.forEach(function (button) {
			button.y += deltaY;
		});
		globalStartY = y; // Update globalStartY for continuous movement
	};
	self.move = function (x, y, obj) {
		if (dragNode) {
			// Check if a button is being dragged
			var deltaY = y - globalStartY; // Calculate deltaY based on movement
			log("Move detected with deltaY:", deltaY);
			// Calculate new positions for the first and last buttons
			var firstButtonNewY = self.y + self.generatorButtons[0].y + deltaY;
			var lastButtonNewY = self.y + self.generatorButtons[self.generatorButtons.length - 1].y + deltaY;
			log("firstButtonNewY:", firstButtonNewY, "lastButtonNewY:", lastButtonNewY);
			// Check if the first button stays above the screen center and the last button stays below the screen center
			// Adjust deltaY to prevent moving beyond boundaries
			if (deltaY > 0) {
				deltaY = Math.min(deltaY, 1000 - (self.y + self.generatorButtons[0].y));
			}
			if (deltaY < 0) {
				deltaY = Math.max(deltaY, 1366 - (self.y + self.generatorButtons[self.generatorButtons.length - 1].y));
			}
			// Move all generator buttons vertically based on swipe direction
			self.generatorButtons.forEach(function (button) {
				button.y += deltaY;
			});
			globalStartY = y; // Update globalStartY for continuous movement
		}
	};
});
/**** 
* Initialize Game
****/ 
var game = new LK.Game({
	backgroundColor: 0xa16e9f //Init game with black background 
});
/**** 
* Game Code
****/ 
// Declare a global variable to store the startY position for GeneratorButton events
var globalStartY = 0;
// 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: 11,
		upgradeLevel: 0
	},
	CHAIN_BRACELET: {
		id: 2,
		name: "Chain Bracelet",
		description: "A beautiful chain bracelet that generates love even faster",
		autoClick: true,
		clickRate: 3,
		cost: 12,
		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: 12
	}
};
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.priceIncreaseRate = 1.33; // Extracted price increase rate
	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: 50,
			2: 100,
			3: 200,
			4: 300,
			5: 400,
			6: 500,
			7: 600,
			8: 700,
			9: 1000
		};
	}
	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].costText.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;
		}
		// Initialize generator if it doesn't exist
		if (!self.generators[generatorId]) {
			self.generators[generatorId] = new Generator(generatorConfig);
			self.generatorCounts[generatorId] = 0;
		}
		self.money -= generatorConfig.cost;
		// Calculate new cost
		var currentCount = self.generatorCounts[generatorId] || 0;
		var baseCost = GENERATORS[Object.keys(GENERATORS)[generatorId]].cost;
		var newCost = Math.floor(baseCost * Math.pow(self.priceIncreaseRate, currentCount + 1));
		log("Updating costs - Base:", baseCost, "Count:", currentCount, "New Cost:", newCost);
		// Update costs
		generatorConfig.cost = newCost;
		rightBoard.generatorButtons[generatorId].config.cost = newCost;
		self.generatorCounts[generatorId]++; // Increment the count for the generator 
		rightBoard.generatorButtons[generatorId].countText.setText(self.generatorCounts[generatorId].toString());
		log("Generator", generatorId, "Count:", self.generatorCounts[generatorId], "New Cost:", newCost);
		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
@@ -546,8 +546,9 @@
 	self.down = function (x, y, obj) {
 		log("Generator button pressed", y);
 		globalStartY = y;
 		self.startTime = Date.now();
+		dragNode = self; // Set dragNode to the button being pressed
 	};
 	self.up = function (x, y, obj) {
 		var endTime = Date.now();
 		var timeDiff = endTime - self.startTime;
@@ -559,8 +560,9 @@
 			// Detected as a swipe
 			log("Detected swipe on RightBoard");
 			self.handleSwipe(y - globalStartY, y);
 		}
+		dragNode = null; // Reset dragNode when mouse is up
 	};
 	// Add any additional functionality or properties for rightBoard here
 	self.handleSwipe = function (deltaY, y) {
 		// Calculate new positions for the first and last buttons
@@ -580,8 +582,32 @@
 			button.y += deltaY;
 		});
 		globalStartY = y; // Update globalStartY for continuous movement
 	};
+	self.move = function (x, y, obj) {
+		if (dragNode) {
+			// Check if a button is being dragged
+			var deltaY = y - globalStartY; // Calculate deltaY based on movement
+			log("Move detected with deltaY:", deltaY);
+			// Calculate new positions for the first and last buttons
+			var firstButtonNewY = self.y + self.generatorButtons[0].y + deltaY;
+			var lastButtonNewY = self.y + self.generatorButtons[self.generatorButtons.length - 1].y + deltaY;
+			log("firstButtonNewY:", firstButtonNewY, "lastButtonNewY:", lastButtonNewY);
+			// Check if the first button stays above the screen center and the last button stays below the screen center
+			// Adjust deltaY to prevent moving beyond boundaries
+			if (deltaY > 0) {
+				deltaY = Math.min(deltaY, 1000 - (self.y + self.generatorButtons[0].y));
+			}
+			if (deltaY < 0) {
+				deltaY = Math.max(deltaY, 1366 - (self.y + self.generatorButtons[self.generatorButtons.length - 1].y));
+			}
+			// Move all generator buttons vertically based on swipe direction
+			self.generatorButtons.forEach(function (button) {
+				button.y += deltaY;
+			});
+			globalStartY = y; // Update globalStartY for continuous movement
+		}
+	};
 });
 
 /**** 
 * Initialize Game
:quality(85)/https://cdn.frvr.ai/6795575b3e37286b7983d8ac.png%3F3) 
 a big lovely heart
:quality(85)/https://cdn.frvr.ai/679608d4b242d70a84f2bb06.png%3F3) 
 a big stone heart
:quality(85)/https://cdn.frvr.ai/67960abbb242d70a84f2bb12.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6796547cd63d184aa47a9fd2.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67965648b242d70a84f2bba2.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/679656e4b242d70a84f2bbab.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/679657b8b242d70a84f2bbae.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/679972141f2a754c4618425f.png%3F3) 
 a big used copper heart
:quality(85)/https://cdn.frvr.ai/679972ff1f2a754c46184275.png%3F3) 
 face view of a big bronze heart
:quality(85)/https://cdn.frvr.ai/679973ca1f2a754c46184297.png%3F3) 
 face view of a big silver heart
:quality(85)/https://cdn.frvr.ai/679975c71f2a754c461842dc.png%3F3) 
 Big shining gold heart verly slightly ornate. face view.
:quality(85)/https://cdn.frvr.ai/6799770a1f2a754c461842fe.png%3F3) 
 Big precious shiny porcelain heart slightly ornate. face view.
:quality(85)/https://cdn.frvr.ai/679978441f2a754c46184320.png%3F3) 
 Large precious heart in mother-of-pearl, lightly ornate. Front view.
:quality(85)/https://cdn.frvr.ai/679979061f2a754c4618432d.png%3F3) 
 Large heart in precious ruby, very lightly decorated. Front view.
:quality(85)/https://cdn.frvr.ai/6799799f1f2a754c4618433b.png%3F3) 
 The most precious large heart in diamond, Front view.
:quality(85)/https://cdn.frvr.ai/679aa2340aab9af650c0f77a.png%3F3) 
 clean pink enamel board witha very thin border
:quality(85)/https://cdn.frvr.ai/679aba2fc311aaae2198e5ef.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8a18b68c182ca2db2ab01.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8d8928cabef597a6d193b.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8d8ef8cabef597a6d1941.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8d90a8cabef597a6d1946.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8d9458cabef597a6d194b.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8d9848cabef597a6d1951.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8dae18cabef597a6d1960.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8dafa8cabef597a6d196a.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8db3f8cabef597a6d1979.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8db768cabef597a6d197e.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8ec3dbadf5001415a6126.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a925e8badf5001415a61ab.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a9283fbadf5001415a61b3.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a92880badf5001415a61b6.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a928b2badf5001415a61ba.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a928cbbadf5001415a61be.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a92b80badf5001415a6205.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a92bbfbadf5001415a620a.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a932d7badf5001415a6238.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a99decfea36315b70304ce.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67aa5fb1766195a6aae38f18.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67aa600a766195a6aae38f1b.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67aa607e766195a6aae38f20.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67aa6598766195a6aae38f23.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67aa67cb766195a6aae38f26.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67aced0aec046e6574e00711.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67aced7eec046e6574e00717.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acee3eec046e6574e0071d.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67aceea3ec046e6574e00720.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acef19ec046e6574e00723.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acef97ec046e6574e00726.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acfa32ec046e6574e00742.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acfbaeec046e6574e00745.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acfc0fec046e6574e00748.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acfc89ec046e6574e0074b.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acfcd0ec046e6574e0074e.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acfd17ec046e6574e00751.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acfd8dec046e6574e00756.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acfdf3ec046e6574e00759.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acfe5aec046e6574e0075c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ad193ae366fb4797fc375d.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ad199fe366fb4797fc3761.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ad1d78e366fb4797fc379e.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ad1de1e366fb4797fc37ac.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ad1e70e366fb4797fc37c3.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae16b0752b0d388fcd9444.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae16ef752b0d388fcd9447.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1735752b0d388fcd944d.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae17a5752b0d388fcd9450.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1804752b0d388fcd9453.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1833752b0d388fcd9456.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae189e752b0d388fcd9459.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae18ea752b0d388fcd945c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae193c752b0d388fcd945f.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae199c752b0d388fcd9462.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae19d7752b0d388fcd9465.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1a09752b0d388fcd9468.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1a64752b0d388fcd946e.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1abc752b0d388fcd9471.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1b58752b0d388fcd9474.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1b86752b0d388fcd9477.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1bb7752b0d388fcd947a.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1c23752b0d388fcd9480.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1c72752b0d388fcd9483.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1ced752b0d388fcd9486.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67d2f1ee249940bb44cc026a.png%3F3) 
 beautifull red gift box.
:quality(85)/https://cdn.frvr.ai/67d57da988248ab681d8fb6f.png%3F3) 
 black plastic 3d triangle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67d668f253da059024b02edb.png%3F3) 
 basic red horizontal rectangle button with white text "RESET".