Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '1')' in or related to this line: 'self.currentGraphic = self.heartFrames[self.heartType][5];' Line Number: 746
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '1')' in or related to this line: 'self.currentGraphic = self.heartFrames[self.heartType][5];' Line Number: 754
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '1')' in or related to this line: 'self.currentGraphic = self.heartFrames[self.heartType][5];' Line Number: 788
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '1')' in or related to this line: 'self.currentGraphic = self.heartFrames[self.heartType][5];' Line Number: 772
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '1')' in or related to this line: 'self.currentGraphic = self.heartFrames[self.heartType][5];' Line Number: 772
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '1')' in or related to this line: 'self.currentGraphic = self.heartFrames[self.heartType][5];' Line Number: 760
Code edit (1 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '1')' in or related to this line: 'self.currentGraphic = self.heartFrames[self.heartType][5];' Line Number: 705
Code edit (4 edits merged)
Please save this source code
User prompt
Please fix the bug: 'Uncaught TypeError: Cannot read properties of undefined (reading '1')' in or related to this line: 'self.currentGraphic = self.heartFrames[self.heartType][5];' Line Number: 756
Code edit (1 edits merged)
Please save this source code
Code edit (2 edits merged)
Please save this source code
User prompt
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
Code edit (1 edits merged)
Please save this source code
Code edit (6 edits merged)
Please save this source code
User prompt
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
User prompt
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
User prompt
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
User prompt
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
User prompt
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
User prompt
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
User prompt
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
/**** * 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 = Array.from({ length: 10 }, function () { return Array(6).fill(null); }); // Initialize heartFrames as a 2D array 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"); // First animate the beat to ensure graphics are initialized self.animateBeat(); // Then increment tap counter progressManager.manualGeneration(); // 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(); }; 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 }); } } }); } } }); } }; self.updateFramesByProgress = function (progress) { log("=== updateFramesByProgress ==="); log("Raw progress:", progress); // Progress is already tap count / tapsPerLevel, so we need to scale it to frames // Each frame gets 20% of progress (0.2 per frame) var frameProgress = progress * 5; // Convert progress to frame scale (0-5) log("Progress calculations:"); log("- frameProgress:", frameProgress); // Hide all frames of current type self.heartFrames[self.heartType].forEach(function (frame) { if (frame && frame._activeTween) { frame._activeTween.stop(); } frame.visible = false; }); // Handle the final frame (0) separately - only shown after explosion if (progress >= 1) { log("Progress >= 1, showing frame 0"); self.currentGraphic = self.heartFrames[self.heartType][0]; if (self.currentGraphic) { self.currentGraphic.visible = true; self.currentGraphic.scaleX = self.currentGraphic.scaleY = 1.1; self.currentGraphic.alpha = 1; log("Frame 0 set to visible with alpha:", self.currentGraphic.alpha); } self.nextGraphic = null; return; } // Calculate frame indices based on progress var currentFrameIndex = 5 - Math.floor(frameProgress); var alpha = 1 - (frameProgress - Math.floor(frameProgress)); log("Frame calculations:"); log("- heartType:", self.heartType); log("- currentFrameIndex:", currentFrameIndex); log("- alpha:", alpha); // Show next frame first (it will be behind current frame) if (currentFrameIndex > 1) { // Only show next frame if we're not on frame 1 self.nextGraphic = self.heartFrames[self.heartType][currentFrameIndex - 1]; if (self.nextGraphic) { self.nextGraphic.visible = true; self.nextGraphic.alpha = 1; // Keep next frame fully visible self.nextGraphic.scaleX = self.nextGraphic.scaleY = 1.1; // Ensure nextGraphic is behind currentGraphic if (self.nextGraphic.parent) { //self.nextGraphic.parent.setChildIndex(self.nextGraphic, 0); } log("Next frame setup:"); log("- heartType:", self.nextGraphic.heartType); log("- index:", currentFrameIndex - 1); log("- visible:", self.nextGraphic.visible); log("- alpha:", self.nextGraphic.alpha); log("- scale:", self.nextGraphic.scaleX); } } else { log("No next frame (currentFrameIndex <= 1)"); self.nextGraphic = null; } // Show current frame on top self.currentGraphic = self.heartFrames[self.heartType][currentFrameIndex]; if (self.currentGraphic) { self.currentGraphic.visible = true; self.currentGraphic.alpha = alpha; // Only fade out current frame self.currentGraphic.scaleX = self.currentGraphic.scaleY = 1.1; // Ensure currentGraphic is above nextGraphic if (self.currentGraphic.parent) { //self.currentGraphic.parent.setChildIndex(self.currentGraphic, self.currentGraphic.parent.children.length - 1); } log("Current frame setup:"); log("- heartType:", self.currentGraphic.heartType); log("- index:", currentFrameIndex); log("- visible:", self.currentGraphic.visible); log("- alpha:", self.currentGraphic.alpha); log("- scale:", self.currentGraphic.scaleX); } log("=== End updateFramesByProgress ===\n"); }; 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); } // Update heart type immediately so new frames are ready if (self.heartType < 9) { var nextHeartType = self.heartType + 1; // Pre-scale both frames of the next heart type tween(self.heartFrames[nextHeartType][5], { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut }); tween(self.heartFrames[nextHeartType][4], { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut }); // Initialize graphics for new heart type self.currentGraphic = self.heartFrames[nextHeartType][5]; self.nextGraphic = self.heartFrames[nextHeartType][4]; // Update heart type and notify projections self.heartType = nextHeartType; projectionsManager.updateHeartType(nextHeartType); } LK.setTimeout(function () { LK.effects.flashScreen(0xffffff, 2000); // Flash the screen white 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 previous heart type invisible self.heartFrames[self.heartType - 1].forEach(function (frame) { frame.visible = false; }); // Make current heart type frames visible if (self.currentGraphic) { self.currentGraphic.visible = true; } if (self.nextGraphic) { self.nextGraphic.visible = true; } self.explosionTriggered = false; // Reset explosion flag cloneGraphic.destroy(); // Remove the clone after animation if (callback) { callback(); } } }); } 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(); log("Stopped currentGraphic tween"); } if (self.nextGraphic && self.nextGraphic._activeTween) { self.nextGraphic._activeTween.stop(); log("Stopped nextGraphic tween"); } // Hide only active frames if (self.currentGraphic) { self.currentGraphic.visible = false; log("Set currentGraphic visible to false"); } if (self.nextGraphic) { self.nextGraphic.visible = false; log("Set nextGraphic visible to false"); } self.currentGraphic = null; self.nextGraphic = null; log("Reset currentGraphic and nextGraphic to null"); log("=== End resetGraphics ===\n"); }; }); // Create a class for bigHeart 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); self.isAnimating = false; // Add isAnimating flag at instance level 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 var isSwipingButtons = false; // Global flag to track swipe/animation state var dragNode = null; var globalStartY = 0; self.down = function (x, y, obj) { if (isSwipingButtons) { return; } // Prevent interaction during animation log("Generator button pressed", y); globalStartY = y; self.startTime = Date.now(); self.startX = x; dragNode = rightBoard; }; self.up = function (x, y, obj) { if (isSwipingButtons) { dragNode = null; return; } 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 < 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) { log("No enough love"); LK.getSound('cantBuyGenerator').play(); // Play sound when player can't buy // Store original position var originalX = self.x; var originalY = self.y; isSwipingButtons = true; dragNode = null; // Reset dragNode immediately when starting animation tween(self, { x: originalX + 10, y: originalY + 10 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { if (!isSwipingButtons) { return; } // Prevent animation continuation if interrupted tween(self, { x: originalX - 10, y: originalY - 10 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { if (!isSwipingButtons) { return; } tween(self, { x: originalX, y: originalY }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { isSwipingButtons = false; } }); } }); } }); 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 { // Only handle swipe if not animating if (!isSwipingButtons && dragNode === rightBoard) { log("Detected swipe on Generator button"); rightBoard.handleSwipe(y - globalStartY); } dragNode = null; // Reset dragNode when mouse is up } }; }); var GiftRain = Container.expand(function () { var self = Container.call(this); self.giftPool = []; self.activeGifts = []; self.generatorCount = 0; // Initialize gift pool 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 = false; // Start invisible self.addChild(gift); // Add to container immediately self.giftPool.push(gift); } // Function to spawn a gift 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 = 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.alpha = 0.8; gift.visible = true; gift.updateAsset(generatorId); // Update asset when spawning self.activeGifts.push(gift); log("Gift spawned at position: ", gift.x, gift.y); } }; // Update function to move gifts self.update = function () { for (var i = self.activeGifts.length - 1; i >= 0; i--) { 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.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; } } }; // Function to increase gift spawn rate self.increaseSpawnRate = function (generatorId) { self.generatorCount++; self.spawnGift(generatorId); log("Increasing spawn rate. Generator count: ", self.generatorCount); // for (var i = 0; i < self.generatorCount; i++) { // self.spawnGift(generatorId); // } }; }); // 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) { log("=== updateHeartType ==="); log("Previous heartType:", self.heartType); log("New heartType:", heartType); // Make all frames of the current heartType invisible if (self.heartType !== undefined && self.heartFrames[self.heartType]) { log("Hiding frames for heartType:", self.heartType); self.heartFrames[self.heartType].forEach(function (frame, index) { if (frame) { frame.visible = false; log("- Frame", index, "visibility set to false"); } }); } // Update heart type self.heartType = heartType; log("Heart type updated to:", self.heartType); // Reset graphics for new heart type self.resetGraphics(); log("Graphics reset for new heart type"); // Initialize graphics for new heart type self.currentGraphic = self.heartFrames[self.heartType][5]; self.nextGraphic = self.heartFrames[self.heartType][4]; if (self.currentGraphic) { self.currentGraphic.visible = true; self.currentGraphic.scaleX = self.currentGraphic.scaleY = 1.1; } if (self.nextGraphic) { self.nextGraphic.visible = true; self.nextGraphic.scaleX = self.nextGraphic.scaleY = 1; } log("Initialized graphics for new heart type"); // Update projections if (projectionsManager) { log("Updating projections manager with heartType:", heartType); projectionsManager.updateHeartType(heartType); } log("=== End updateHeartType ===\n"); }; self.resetGraphics = function () { log("=== resetGraphics ==="); // Stop current graphic tweens if (self.currentGraphic && self.currentGraphic._activeTween) { self.currentGraphic._activeTween.stop(); log("Stopped currentGraphic tween"); } if (self.nextGraphic && self.nextGraphic._activeTween) { self.nextGraphic._activeTween.stop(); log("Stopped nextGraphic tween"); } // Hide only active frames if (self.currentGraphic) { self.currentGraphic.visible = false; log("Set currentGraphic visible to false"); } if (self.nextGraphic) { self.nextGraphic.visible = false; log("Set nextGraphic visible to false"); } self.currentGraphic = null; self.nextGraphic = null; log("Reset currentGraphic and nextGraphic to null"); log("=== End resetGraphics ===\n"); }; }); var RainDrop = Container.expand(function () { var self = Container.call(this); self.assets = []; // Initialize assets for RainDrop for (var i = 0; i <= maxGenerators; i++) { var asset = self.attachAsset('generator_' + i, { anchorX: 0.5, anchorY: 0.5, visible: true }); self.assets.push(asset); } // Function to update asset visibility based on index self.updateAsset = function (index) { log("Updating asset visibility for index: ", index); if (index >= 0 && index < self.assets.length) { self.assets.forEach(function (asset, i) { asset.visible = i === index; if (asset.visible) { log("Asset at index ", i, " is now visible."); } }); } }; }); 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 }); self.lastY = 0; self.velocity = 0; self.isAnimating = false; self.lastTime = Date.now(); self.swipeOffset = 0; // Add momentum animation self.applyMomentum = function () { if (Math.abs(self.velocity) < 0.1) { self.velocity = 0; self.isAnimating = false; return; } var currentTime = Date.now(); var deltaTime = (currentTime - self.lastTime) / 16; // Normalize to ~60fps self.lastTime = currentTime; // Apply friction self.velocity *= Math.pow(0.95, deltaTime); // Calculate movement with velocity var deltaY = self.velocity * deltaTime; // Check boundaries var firstButtonNewY = self.y + self.generatorButtons[0].y + deltaY; var lastButtonNewY = self.y + self.generatorButtons[self.generatorButtons.length - 1].y + deltaY; // Bounce effect at boundaries if (firstButtonNewY > 1000) { self.velocity *= -0.5; deltaY = 1000 - (self.y + self.generatorButtons[0].y); } else if (lastButtonNewY < 1366) { self.velocity *= -0.5; deltaY = 1366 - (self.y + self.generatorButtons[self.generatorButtons.length - 1].y); } // Move all generator buttons self.generatorButtons.forEach(function (button) { button.y += deltaY; }); // Continue animation if (self.isAnimating) { LK.setTimeout(self.applyMomentum, 16); } }; // 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.cleanUp = function () { // Re-calculate positions for all buttons while maintaining the swipe offset self.generatorButtons.forEach(function (button, index) { button.y = self.buttonsOffsetY + index * 300 + index * 300 * 0.1 + self.swipeOffset; }); }; self.down = function (x, y, obj) { log("RightBoard pressed", y); globalStartY = y; self.lastY = y; self.velocity = 0; self.isAnimating = false; dragNode = self; self.startTime = Date.now(); self.lastTime = Date.now(); }; self.move = function (x, y, obj) { // Check if any generator button is animating var isAnyButtonAnimating = self.generatorButtons.some(function (button) { return button.isAnimating; }); if (isAnyButtonAnimating) { return; // Prevent movement if any button is animating } if (dragNode === self || dragNode instanceof GeneratorButton) { // Check if a button or rightBoard is being dragged var deltaY = y - globalStartY; // Calculate deltaY based on movement // 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 } } }; 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 < TAP_DETECT_DELAY && distance < SWIPE_THRESHOLD) { // Detected as a tap log("Detected tap on RightBoard"); } else { // Start momentum animation self.isAnimating = true; LK.setTimeout(function () { self.applyMomentum(); // Clean up after momentum animation self.cleanUp(); }, 16); } dragNode = null; }; 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; }); self.swipeOffset += deltaY; // Update the total swipe offset globalStartY = y; // Update globalStartY for continuous movement }; 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 // 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 } } }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xa16e9f //Init game with black background }); /**** * Game Code ****/ // Update function to include giftRain update game.update = function () { giftRain.update(); }; // Declare a global variable to store the startY position for GeneratorButton events var globalStartY = 0; // Declare a global variable to track the node being dragged var dragNode = null; var isSwipingButtons = false; // Global flag to track swipe/animation state // Global event listener for mouse or touch up game.up = function (x, y, obj) { dragNode = null; // Reset dragNode when mouse is up }; // 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: 100, upgradeLevel: 0 }, CHAIN_BRACELET: { id: 2, name: "Chain Bracelet", description: "A beautiful chain bracelet that generates love even faster", autoClick: true, clickRate: 3, cost: 300, 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 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; var MAX_DISPLAY_NUMBER = "9999999999999999"; //9 999 999 999 999 999 // Declare tapCount as a global variable var tapCount = 0; var nbHearts = 10; var backgroundContainer = new Container(); var middlegroundContainer = new Container(); middlegroundContainer.x = 0; middlegroundContainer.y = 0; 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 giftRain = new GiftRain(); 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); } } // Create a text object to display tapCount var tapCountText = new Text2('LOVE\r\n ', { size: 140, 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); function updateTapCountText() { tapCountText.setText('LOVE\r\n' + tapCount); } // Helper function to add large numbers as strings function addLargeNumbers(a, b) { // Convert numbers to strings if they aren't already a = a.toString(); b = b.toString(); var result = ''; var carry = 0; // Pad the shorter number with zeros while (a.length < b.length) { a = '0' + a; } while (b.length < a.length) { b = '0' + b; } // Add digits from right to left for (var i = a.length - 1; i >= 0; i--) { var sum = parseInt(a[i]) + parseInt(b[i]) + carry; carry = Math.floor(sum / 10); result = sum % 10 + result; } if (carry) { result = carry + result; } return result; } // Helper function to subtract large numbers as strings function subtractLargeNumbers(a, b) { // Convert numbers to strings if they aren't already a = a.toString(); b = b.toString(); // If b is bigger than a, result would be negative if (b.length > a.length || b.length === a.length && b > a) { return "0"; } var result = ''; var borrow = 0; // Pad b with leading zeros to match a's length while (b.length < a.length) { b = '0' + b; } // Subtract digits from right to left for (var i = a.length - 1; i >= 0; i--) { var digitA = parseInt(a[i]); var digitB = parseInt(b[i]); // Handle borrowing if (borrow) { digitA--; borrow = 0; } // Need to borrow from next digit if (digitA < digitB) { digitA += 10; borrow = 1; } result = digitA - digitB + result; } // Remove leading zeros result = result.replace(/^0+/, ''); return result || "0"; } // 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 = tapCount; self.highestScore = tapCount; // Track highest score reached 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.updateGame = function () { //log("ProgressManager updateGame..."); var now = Date.now(); var deltaTime = now - self.lastUpdateTime; var tempGenerated = 0; Object.values(self.generators).forEach(function (generator) { var generated = generator.generate(deltaTime) * self.generatorCounts[generator.id]; log("generator => +" + generated); tempGenerated += Math.ceil(generated); }); 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.updateHeartProgress(); self.checkProgress(); } } self.updateGeneratorsUi(); if (tempGenerated > 0) { for (var i = 0; i < beatsToGenerate; i++) { LK.setTimeout(function () { bigHeart.animateBeat(); }, i * 300); } } updateTapCountText(); self.lastUpdateTime = now; }; self.manualGeneration = function () { tapCount = addLargeNumbers(tapCount, "1"); self.money = addLargeNumbers(self.money, "1"); // Update highest score if current money is higher if (parseInt(self.money) > parseInt(self.highestScore)) { self.highestScore = self.money; self.updateHeartProgress(); self.checkProgress(); } log("manualGeneration Tap count: ", tapCount); updateTapCountText(); self.updateGeneratorsUi(); }; self.updateHeartProgress = function () { var currentLevelTarget = self.tapsPerLevel[self.currentLevel]; var score = parseInt(self.highestScore); var progress = Math.min(score / currentLevelTarget, 1); bigHeart.updateFramesByProgress(progress); }; self.checkProgress = function () { // 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] || []; previousFrames.forEach(function (frame) { if (frame && frame._activeTween) { frame._activeTween.stop(); } frame.visible = false; }); bigHeart.animateExplosion(function () { self.currentLevel++; self.updateHeartProgress(); // Start new level with correct frame }); } } }; 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 (parseInt(tapCount) < 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; } // Subtract cost using subtractLargeNumbers self.money = subtractLargeNumbers(self.money, generatorConfig.cost.toString()); tapCount = self.money; // 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(); giftRain.increaseSpawnRate(generatorId); 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 (parseInt(tapCount) < upgradeConfig.cost) { return false; } // Subtract cost using subtractLargeNumbers self.money = subtractLargeNumbers(self.money, upgradeConfig.cost.toString()); tapCount = self.money; var upgrade = new Upgrade(upgradeConfig); upgrade.apply(targetGenerator); self.upgrades[upgradeId] = upgrade; return true; }; 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 (parseInt(tapCount) >= 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 = parseInt(tapCount) >= generatorConfig.cost ? 1 : 0.6; } else { button.visible = button.wasShown; button.alpha = 0.6; // If the button has been moved out of its normal position, tween it back to x = 0 if (button.x !== 0) { tween(button, { x: 0 }, { duration: 200, easing: tween.easeOut }); } } } else { button.visible = false; } }); }; } 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
@@ -63,9 +63,13 @@
anchorX: 0.5,
anchorY: 0.5,
alpha: 0.1
});
- self.heartFrames = {}; // Initialize heartFrames as a property of BigHeart class
+ self.heartFrames = Array.from({
+ length: 10
+ }, function () {
+ return Array(6).fill(null);
+ }); // Initialize heartFrames as a 2D array
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, {
@@ -109,16 +113,12 @@
// 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();
+ // First animate the beat to ensure graphics are initialized
self.animateBeat();
+ // Then increment tap counter
+ progressManager.manualGeneration();
// Create a new heart projection using the current frame index
if (self.currentGraphic) {
projectionsManager.popHearts(self.currentGraphic.heartType);
} else {
@@ -275,23 +275,35 @@
alpha: 1
});
self.addChild(cloneGraphic);
}
+ // Update heart type immediately so new frames are ready
+ if (self.heartType < 9) {
+ var nextHeartType = self.heartType + 1;
+ // Pre-scale both frames of the next heart type
+ tween(self.heartFrames[nextHeartType][5], {
+ scaleX: 1.1,
+ scaleY: 1.1
+ }, {
+ duration: 300,
+ easing: tween.easeOut
+ });
+ tween(self.heartFrames[nextHeartType][4], {
+ scaleX: 1.1,
+ scaleY: 1.1
+ }, {
+ duration: 300,
+ easing: tween.easeOut
+ });
+ // Initialize graphics for new heart type
+ self.currentGraphic = self.heartFrames[nextHeartType][5];
+ self.nextGraphic = self.heartFrames[nextHeartType][4];
+ // Update heart type and notify projections
+ self.heartType = nextHeartType;
+ projectionsManager.updateHeartType(nextHeartType);
+ }
LK.setTimeout(function () {
- LK.effects.flashScreen(0xffffff, 2000); // Flash the screen white for 500ms
- // Pre-scale the first frame of the next heart type
- if (self.heartType < 9) {
- var nextHeartFrame = self.heartFrames[self.heartType + 1][5];
- if (nextHeartFrame) {
- tween(nextHeartFrame, {
- scaleX: 1.1,
- scaleY: 1.1
- }, {
- duration: 300,
- easing: tween.easeOut
- });
- }
- }
+ LK.effects.flashScreen(0xffffff, 2000); // Flash the screen white
background.changeBackground(progressManager.currentLevel + 1); // Change background when level changes
if (cloneGraphic) {
log("nextGraphic for explosion!", cloneGraphic);
tween(cloneGraphic, {
@@ -301,36 +313,26 @@
}, {
duration: 3000,
easing: tween.easeOut,
onFinish: function onFinish() {
- // Make all frames of the current heartType invisible
- self.heartFrames[self.heartType].forEach(function (frame) {
+ // Make all frames of the previous heart type invisible
+ self.heartFrames[self.heartType - 1].forEach(function (frame) {
frame.visible = false;
});
+ // Make current heart type frames visible
+ if (self.currentGraphic) {
+ self.currentGraphic.visible = true;
+ }
+ if (self.nextGraphic) {
+ self.nextGraphic.visible = true;
+ }
self.explosionTriggered = false; // Reset explosion flag
cloneGraphic.destroy(); // Remove the clone after animation
- // Update projections manager with new heart type
- projectionsManager.updateHeartType(self.heartType + 1);
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);
@@ -1295,11 +1297,9 @@
frame.visible = false;
});
bigHeart.animateExplosion(function () {
self.currentLevel++;
- bigHeart.heartType = self.currentLevel;
self.updateHeartProgress(); // Start new level with correct frame
- projectionsManager.updateHeartType(bigHeart.heartType);
});
}
}
};
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".