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10000000000 => 10 Q : still wrong it shoud be 10000000000 => 10 B Analyze deeply and fix
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when taps is 10000000000 formatTapCount returns 10000000 B" : it's wrong, it should be 10 B
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currently format function gives : 10000000 => 10000000.000 B it should display non significative zeros
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when spawning a gift, set a random rotation winthin a range of -PI/4 +PI/4
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in GiftRain, when a gift moves out of bounds move it back to gift.x = Math.random() * (1948 - 100) + 100; gift.y = -300; // Start above the screen in order to make a countious anim
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I don't see gifts falling; I thing activesGifts are not atteched to the GiftRain instance in the GiftRain class
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I don't see gifts falling; I thing it misses and "attachement" to GiftRain
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add logs in GifRain and RainDrop
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for GiftRain, use RainDrop instances in the giftPool. and call upsateAsset() with the generator index
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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.
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GiftRain should not use 'generatorButton' asset but 'generator_X' asset depending on the bought generators
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Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'middlegroundContainer.addChild(giftRain);' Line Number: 863
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Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'middlegroundContainer.addChild(giftRain);' Line Number: 863
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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
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===================================================================
--- original.js
+++ change.js
@@ -469,21 +469,21 @@
for (var i = 0; i < 50; i++) {
var gift = new RainDrop();
gift.updateAsset(self.generatorCount);
gift.speed = Math.random() * 2 + 1; // Random speed for each gift
- gift.visible = true; //false; // Start invisible
+ gift.visible = false; // Start invisible
self.addChild(gift); // Add to container immediately
self.giftPool.push(gift);
}
// Function to spawn a gift
- self.spawnGift = function () {
+ self.spawnGift = function (generatorId) {
log("Spawning gift. Active gifts count: ", self.activeGifts.length);
if (self.giftPool.length > 0) {
var gift = self.giftPool.pop();
- gift.x = 1024; //Math.random() * (1948 - 100) + 100;
- gift.y = 1366; ///-300; // Start above the screen
+ gift.x = Math.random() * (1948 - 100) + 100;
+ gift.y = -300; // Start above the screen
gift.visible = true;
- gift.updateAsset(self.generatorCount); // Update asset when spawning
+ gift.updateAsset(generatorId); // Update asset when spawning
self.activeGifts.push(gift);
log("Gift spawned at position: ", gift.x, gift.y);
}
};
@@ -493,20 +493,20 @@
var gift = self.activeGifts[i];
gift.y += gift.speed;
if (gift.y > 3000) {
log("Gift moved out of bounds and will be recycled. Position: ", gift.x, gift.y);
- gift.visible = false;
- self.giftPool.push(gift);
- self.activeGifts.splice(i, 1);
+ gift.x = Math.random() * (1948 - 100) + 100;
+ gift.y = -300; // Start above the screen
+ gift.visible = true;
}
}
};
// Function to increase gift spawn rate
- self.increaseSpawnRate = function () {
+ self.increaseSpawnRate = function (generatorId) {
self.generatorCount++;
log("Increasing spawn rate. Generator count: ", self.generatorCount);
for (var i = 0; i < self.generatorCount; i++) {
- self.spawnGift();
+ self.spawnGift(generatorId);
}
};
});
// Create a class for Projections
@@ -913,8 +913,13 @@
});
}
});
}
+var isDebug = true;
+// Declare maxGenerators as a global variable
+var maxGenerators = 2;
+// Declare tapCount as a global variable
+var tapCount = 0;
var nbHearts = 10;
var backgroundContainer = new Container();
var middlegroundContainer = new Container();
middlegroundContainer.x = 0;
@@ -925,20 +930,15 @@
game.addChild(foregroundContainer);
var background = new Background(); // Create a Background instance
backgroundContainer.addChild(background); // Add Background instance to the backgroundContainer
var giftRain = new GiftRain();
-//middlegroundContainer.addChild(giftRain); // Attach GiftRain to middlegroundContainer for visibility
-var isDebug = true;
+middlegroundContainer.addChild(giftRain); // Attach GiftRain to middlegroundContainer for visibility
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 = 90;
// Create a text object to display tapCount
var tapCountText = new Text2('LOVE\r\n ', {
size: 140,
fill: 0xFFFFFF,
@@ -954,14 +954,8 @@
middlegroundContainer.addChild(bigHeart);
// Add a RightBoard instance to the foreground container
var rightBoard = new RightBoard();
foregroundContainer.addChild(rightBoard);
-foregroundContainer.addChild(giftRain); // TEMP DEBUG
-var rd = new RainDrop();
-rd.updateAsset(0);
-rd.x = 1024;
-rd.y = 1366;
-foregroundContainer.addChild(rd); // TEMP DEBUG
// Update the tapCountText whenever tapCount changes
function updateTapCountText() {
tapCountText.setText('LOVE\r\n' + tapCount);
}
@@ -1153,9 +1147,9 @@
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();
- giftRain.increaseSpawnRate();
+ giftRain.increaseSpawnRate(generatorId);
return true;
};
self.buyUpgrade = function (upgradeId, generatorId) {
var upgradeConfig = Object.values(UPGRADES).find(function (u) {
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".