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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
@@ -375,9 +375,9 @@
}
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) {
+ if (timeDiff < TAP_DETECT_DELAY && distance < SWIPE_THRESHOLD) {
// 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) {
@@ -497,8 +497,9 @@
if (gift.y > 3000) {
log("Gift moved out of bounds and will be recycled. Position: ", gift.x, gift.y);
gift.x = Math.random() * (1948 - 100) + 100;
gift.y = -300; // Start above the screen
+ gift.rotation = Math.random() * (Math.PI / 2) - Math.PI / 4; // Set random rotation between -PI/4 and +PI/4
gift.visible = true;
}
}
};
@@ -714,31 +715,34 @@
}
if (dragNode === self || dragNode instanceof GeneratorButton) {
// Check if a button or rightBoard 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));
+ // Only apply movement if the delta exceeds the swipe threshold
+ if (Math.abs(deltaY) > SWIPE_THRESHOLD) {
+ 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));
+ }
+ // Move all generator buttons vertically based on swipe direction
+ self.generatorButtons.forEach(function (button) {
+ button.y += deltaY;
+ });
+ self.swipeOffset += deltaY; // Update the total swipe offset
+ globalStartY = y; // Update globalStartY for continuous movement
}
- // Move all generator buttons vertically based on swipe direction
- self.generatorButtons.forEach(function (button) {
- button.y += deltaY;
- });
- self.swipeOffset += deltaY; // Update the total swipe offset
- globalStartY = y; // Update globalStartY for continuous movement
}
};
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) {
+ if (timeDiff < TAP_DETECT_DELAY && distance < SWIPE_THRESHOLD) {
// Detected as a tap
log("Detected tap on RightBoard");
} else {
// Start momentum animation
@@ -774,26 +778,29 @@
self.move = function (x, y, obj) {
if (dragNode === self || dragNode instanceof GeneratorButton) {
// Check if a button or rightBoard 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);
- // Adjust deltaY to prevent moving beyond boundaries
- if (deltaY > 0) {
- deltaY = Math.min(deltaY, 1000 - (self.y + self.generatorButtons[0].y));
+ // Only apply movement if the delta exceeds the swipe threshold
+ if (Math.abs(deltaY) > SWIPE_THRESHOLD) {
+ 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);
+ // 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;
+ });
+ self.swipeOffset += deltaY; // Update the total swipe offset
+ globalStartY = y; // Update globalStartY for continuous movement
}
- 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;
- });
- self.swipeOffset += deltaY; // Update the total swipe offset
- globalStartY = y; // Update globalStartY for continuous movement
}
};
});
@@ -917,8 +924,10 @@
}
});
}
var isDebug = true;
+var SWIPE_THRESHOLD = 10; // Threshold in pixels to distinguish between taps and swipes
+var TAP_DETECT_DELAY = 600;
// Declare maxGenerators as a global variable
var maxGenerators = 2;
// Declare tapCount as a global variable
var tapCount = 0;
@@ -1010,9 +1019,9 @@
function ProgressManager() {
var self = this;
self.maxHeartBeatsPerSecond = 8; // Add maxHeartBeatsPerSecond property
self.priceIncreaseRate = 1.33; // Extracted price increase rate
- self.money = 0;
+ self.money = 1000000000;
self.generators = {};
self.generatorCounts = {}; // Add a counter for each generator
self.upgrades = {};
self.currentTime = Date.now();
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face view of a big bronze heart
face view of a big silver heart
Big shining gold heart verly slightly ornate. face view.
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clean pink enamel board witha very thin border