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about the main BigHeart : when score decrease the system with the 6 frames per heart type based on alpha is broken. This requires a deep analysis to find a way that doesn't break current gameplay
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Please fix the bug: 'BigInt is not a function' in or related to this line: 'var tapCount = BigInt(MAX_DISPLAY_NUMBER) - BigInt(1);' Line Number: 1019
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Please fix the bug: 'BigInt is not a function' in or related to this line: 'var tapCount = BigInt(MAX_DISPLAY_NUMBER) - BigInt(1n);' Line Number: 1019
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Please fix the bug: 'BigInt is not a function' in or related to this line: 'var tapCount = BigInt(MAX_DISPLAY_NUMBER) - BigInt(1);' Line Number: 1019
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Please fix the bug: 'BigInt is not a function' in or related to this line: 'var tapCount = BigInt(MAX_DISPLAY_NUMBER) - BigInt(1n);' Line Number: 1019
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Please fix the bug: 'BigInt is not a function' in or related to this line: 'var tapCount = BigInt(MAX_DISPLAY_NUMBER) - BigInt(1);' Line Number: 1019
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Please fix the bug: 'Cannot mix BigInt and other types, use explicit conversions' in or related to this line: 'var tapCount = BigInt(MAX_DISPLAY_NUMBER - 1n);' Line Number: 1019
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Please fix the bug: 'BigInt is not a function' in or related to this line: 'var tapCount = BigInt(MAX_DISPLAY_NUMBER - 1);' Line Number: 1019
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use BigInt for tapCount and money
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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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===================================================================
--- original.js
+++ change.js
@@ -215,11 +215,8 @@
// Update alpha for smooth transition
if (self.currentGraphic) {
self.currentGraphic.alpha = 1 - alpha;
}
- if (self.nextGraphic) {
- self.nextGraphic.alpha = alpha;
- }
};
// Explosion Animation
self.animateExplosion = function (callback) {
if (!self.explosionTriggered) {
@@ -1083,8 +1080,9 @@
var self = this;
self.maxHeartBeatsPerSecond = 8; // Add maxHeartBeatsPerSecond property
self.priceIncreaseRate = 1.33; // Extracted price increase rate
self.money = tapCount;
+ self.highestScore = tapCount; // Track highest score reached
self.generators = {};
self.generatorCounts = {}; // Add a counter for each generator
self.upgrades = {};
self.currentTime = Date.now();
@@ -1120,44 +1118,50 @@
//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
+ var beatsToGenerate = Math.floor(tempGenerated / 2);
+ beatsToGenerate = Math.min(beatsToGenerate, self.maxHeartBeatsPerSecond);
if (tempGenerated > 0) {
self.money = addLargeNumbers(self.money, tempGenerated.toString());
tapCount = self.money;
+ // Update highest score if current money is higher
+ if (parseInt(self.money) > parseInt(self.highestScore)) {
+ self.highestScore = self.money;
+ self.checkProgress(); // Only check progress when reaching new heights
+ }
}
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);
}
}
- updateTapCountText(); // Update the text display
- self.checkProgress(); // Check the progress
+ updateTapCountText();
self.lastUpdateTime = now;
};
self.manualGeneration = function () {
tapCount = addLargeNumbers(tapCount, "1");
self.money = addLargeNumbers(self.money, "1");
- log("manualGeneration Tap count: ", tapCount); // Log the tap count
- updateTapCountText(); // Update the text display
+ // Update highest score if current money is higher
+ if (parseInt(self.money) > parseInt(self.highestScore)) {
+ self.highestScore = self.money;
+ self.checkProgress(); // Only check progress when reaching new heights
+ }
+ log("manualGeneration Tap count: ", tapCount);
+ updateTapCountText();
self.updateGeneratorsUi();
- self.checkProgress(); // Check for level up immediately
};
self.checkProgress = function () {
- if (tapCount >= self.tapsPerLevel[self.currentLevel]) {
+ // Use highestScore instead of tapCount for level progression
+ if (self.highestScore >= self.tapsPerLevel[self.currentLevel]) {
if (self.currentLevel < 9) {
// Ensure we don't exceed level 9
var previousLevel = self.currentLevel;
var previousFrames = bigHeart.heartFrames[previousLevel] || [];
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