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Please fix the bug: 'Cannot read properties of undefined (reading 'tapsPerLevel')' in or related to this line: 'bigHeart.nbTapsPerFrame = progressManager.tapsPerLevel[0] / 6; // Initialize number of taps per frame based on level 0' Line Number: 1050
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Please fix the bug: 'Cannot read properties of undefined (reading 'tapsPerLevel')' in or related to this line: 'self.nbTapsPerFrame = progressManager.tapsPerLevel[0] / 6; // Initialize number of taps per frame based on level 0' Line Number: 141
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Please fix the bug: 'Cannot read properties of undefined (reading 'tapsPerLevel')' in or related to this line: 'self.nbTapsPerFrame = progressManager.tapsPerLevel[0] / 6; // Initialize number of taps per frame based on level 0' Line Number: 141
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Please fix the bug: 'Cannot read properties of undefined (reading 'tapsPerLevel')' in or related to this line: 'self.nbTapsPerFrame = progressManager.tapsPerLevel[0] / 6; // Initialize number of taps per frame based on level 0' Line Number: 141
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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
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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
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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
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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
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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
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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
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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
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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
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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
===================================================================
--- original.js
+++ change.js
@@ -57,65 +57,15 @@
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 (_, type) {
- return Array.from({
- length: 6
- }, function (_, i) {
- return self.attachAsset('heart_' + type + '_frame_' + i, {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.9,
- scaleY: 0.9,
- heartType: type,
- index: i,
- visible: false
- });
- });
- }); // Initialize heartFrames as a 2D array with assets
- // Ensure all frames are initialized before accessing them
- for (var type = 0; type < 10; type++) {
- for (var i = 0; i < 6; i++) {
- if (!self.heartFrames[type][i]) {
- self.heartFrames[type][i] = self.attachAsset('heart_' + type + '_frame_' + i, {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.9,
- scaleY: 0.9,
- heartType: type,
- index: i,
- visible: false
- });
- }
- }
+ self.heartFrames = {}; // Initialize heartFrames as a property of BigHeart class
+ // First initialize all arrays to avoid undefined errors
+ for (var type = 0; type <= 9; type++) {
+ self.heartFrames[type] = new Array(6);
}
- // Ensure all frames are initialized before accessing them
- for (var type = 0; type < 10; type++) {
- for (var i = 0; i < 6; i++) {
- if (!self.heartFrames[type][i]) {
- self.heartFrames[type][i] = self.attachAsset('heart_' + type + '_frame_' + i, {
- anchorX: 0.5,
- anchorY: 0.5,
- scaleX: 0.9,
- scaleY: 0.9,
- heartType: type,
- index: i,
- visible: false
- });
- }
- }
- }
+ // Then populate the frames in the original order
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,
@@ -151,10 +101,10 @@
// 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;
+ var baseWidth = 600;
+ var baseHeight = 600;
// 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");
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".