Code edit (5 edits merged)
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for `progressManager.currentLevel = Math.min(9, Math.max(0, tapCount / 100)); ` Fix level calculation to itterate TAPS_PER_LEVEL until finding a number > tapsCount
Code edit (7 edits merged)
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at game start, update properly progressmanager, bigHeart and background depending of tapCount. Analyze deeply. Avoid the errror 'Timeout.tick error: Cannot read properties of undefined (reading '5')' in or related to this line: 'tween(self.heartFrames[self.heartType + 1][5], {' But the BiHeart was stuck on heartTyp 0 frame 0 after you made the initialisation. Currently if game start with a big TapCount the condition `tapCount >= self.tapsPerLevel[self.currentLevel]`is triggered and explosions occur at game start. this sound not be the case: don't forget to set progressManager.currentLevel
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading '5')' in or related to this line: 'tween(self.heartFrames[self.heartType + 1][5], {' Line Number: 347
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at game start, update properly progressmanager, bigHeart and background depending of tapCount. Analyze deeply. Previous time you avoided the errror 'Timeout.tick error: Cannot read properties of undefined (reading '5')' in or related to this line: 'tween(self.heartFrames[self.heartType + 1][5], {' But the BiHeart was stuck on heartTyp 0 frame 0 after you made the initialisation
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at game start, update properly progressmanager, bigHeart and background depending of tapCount. Analyze deeply. And avoid the errror 'Timeout.tick error: Cannot read properties of undefined (reading '5')' in or related to this line: 'tween(self.heartFrames[self.heartType + 1][5], {'
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Please fix the bug: 'Timeout.tick error: Cannot read properties of undefined (reading '5')' in or related to this line: 'tween(self.heartFrames[self.heartType + 1][5], {' Line Number: 347
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at game start, update properly progressmanager, bigHeart and background depending of tapCount
Code edit (1 edits merged)
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use TAPS_PER_LEVEL for tapLimit. Analayze the code well to avoid error of use before declaration or things like that
Code edit (1 edits merged)
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Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'self.tapLimit = TAPS_PER_LEVEL[0]; // Initialize tap limit' Line Number: 141
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Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'self.tapLimit = TAPS_PER_LEVEL[0]; // Initialize tap limit' Line Number: 141
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Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'self.tapLimit = TAPS_PER_LEVEL[0]; // Initialize tap limit' Line Number: 141
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Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'self.tapLimit = TAPS_PER_LEVEL[0]; // Initialize tap limit' Line Number: 141
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Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'self.tapLimit = TAPS_PER_LEVEL[0]; // Initialize tap limit' Line Number: 141
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Please fix the bug: 'Cannot read properties of undefined (reading '0')' in or related to this line: 'self.tapLimit = TAPS_PER_LEVEL[0]; // Initialize tap limit' Line Number: 141
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Please fix the bug: 'Cannot read properties of undefined (reading 'TAPS_PER_LEVEL')' in or related to this line: 'self.tapLimit = progressManager.TAPS_PER_LEVEL[0]; // Initialize tap limit' Line Number: 141
Code edit (4 edits merged)
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extract the tapsPerLevel from progressManager class to a global constant
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is idDebug, Set debug cost for Generators to respectivly 10, 11 and 12
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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
Code edit (7 edits merged)
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===================================================================
--- original.js
+++ change.js
@@ -279,27 +279,8 @@
}
}, 205);
}
};
- self.resetGraphics = function () {
- log("resetGraphics...");
- // Stop current graphic tweens
- if (self.currentGraphic && self.currentGraphic._activeTween) {
- self.currentGraphic._activeTween.stop();
- }
- if (self.nextGraphic && self.nextGraphic._activeTween) {
- self.nextGraphic._activeTween.stop();
- }
- // Hide only active frames
- if (self.currentGraphic) {
- self.currentGraphic.visible = false;
- }
- if (self.nextGraphic) {
- self.nextGraphic.visible = false;
- }
- self.currentGraphic = null;
- self.nextGraphic = null;
- };
});
// Create a class for bigHeart
var GeneratorButton = Container.expand(function (index) {
var self = Container.call(this);
@@ -929,9 +910,9 @@
});
}
});
}
-var isDebug = false;
+var isDebug = true;
var SWIPE_THRESHOLD = 10; // Threshold in pixels to distinguish between taps and swipes
var TAP_DETECT_DELAY = 600;
var TAPS_PER_LEVEL = {
0: 99,
@@ -944,14 +925,28 @@
7: 999999999,
8: 9999999999,
9: 99999999999
};
+if (isDebug) {
+ TAPS_PER_LEVEL = {
+ 0: 12,
+ 1: 50,
+ 2: 100,
+ 3: 200,
+ 4: 300,
+ 5: 400,
+ 6: 500,
+ 7: 600,
+ 8: 700,
+ 9: 1000
+ };
+}
var MAX_DISPLAY_NUMBER = "9999999999999999"; //9 999 999 999 999 999
var progressManager;
// Declare maxGenerators as a global variable
var maxGenerators = 2;
// Declare tapCount as a global variable
-var tapCount = 0;
+var tapCount = 110;
var nbHearts = 10;
var backgroundContainer = new Container();
var middlegroundContainer = new Container();
middlegroundContainer.x = 0;
@@ -1103,20 +1098,9 @@
self.generatorCounts = {}; // Add a counter for each generator
self.upgrades = {};
self.currentTime = Date.now();
self.currentLevel = 0;
- self.tapsPerLevel = isDebug ? {
- 0: 10,
- 1: 50,
- 2: 100,
- 3: 200,
- 4: 300,
- 5: 400,
- 6: 500,
- 7: 600,
- 8: 700,
- 9: 1000
- } : TAPS_PER_LEVEL;
+ self.tapsPerLevel = TAPS_PER_LEVEL;
self.lastUpdateTime = self.currentTime;
self.updateGame = function () {
//log("ProgressManager updateGame...");
var now = Date.now();
@@ -1173,10 +1157,10 @@
bigHeart.heartType = self.currentLevel;
bigHeart.currentGraphic = bigHeart.heartFrames[bigHeart.heartType][5];
bigHeart.nextGraphic = bigHeart.heartFrames[bigHeart.heartType][4];
bigHeart.currentGraphic.visible = true;
- projectionsManager.updateHeartType(bigHeart.heartType);
bigHeart.nextGraphic.visible = true;
+ projectionsManager.updateHeartType(bigHeart.heartType);
tween(bigHeart.currentGraphic, {
scaleX: 1.1,
scaleY: 1.1
}, {
@@ -1332,8 +1316,21 @@
};
}
function initializeGame() {
progressManager = new ProgressManager();
+ // Set initial level based on tapCount
+ progressManager.currentLevel = Object.keys(TAPS_PER_LEVEL).reverse().find(function (level) {
+ return tapCount >= TAPS_PER_LEVEL[level];
+ }) || 0;
+ // Update BigHeart to match the current level
+ bigHeart.heartType = progressManager.currentLevel;
+ bigHeart.tapLimit = TAPS_PER_LEVEL[bigHeart.heartType];
+ bigHeart.currentGraphic = bigHeart.heartFrames[bigHeart.heartType][5];
+ bigHeart.nextGraphic = bigHeart.heartFrames[bigHeart.heartType][4];
+ bigHeart.currentGraphic.visible = true;
+ bigHeart.nextGraphic.visible = true;
+ // Update Background to match the current level
+ background.changeBackground(progressManager.currentLevel);
var intervalId = LK.setInterval(function () {
progressManager.updateGame();
}, 1000);
// Ensure to clear the interval when necessary
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