User prompt
Analyze why taps on hearts of LoveField, works a bit then stops working (no mode scale anim on tap)
User prompt
in LoveField, fix scope issue on down event. (don't use top LoveField self but the heart's one)
User prompt
in LoveField, fix scope issue on down event
Code edit (2 edits merged)
Please save this source code
User prompt
in LoveField, when player taps a heart, stop its movement then make it scale to 50 and fade out (restore normal values after that )
Code edit (1 edits merged)
Please save this source code
User prompt
fix implemenation of loveField anim (define targetX/targetY variables before use)
User prompt
fix implemenation of loveField anim (multiple targetX/targetY variables)
User prompt
in loveField anim now also make heart spawn from the bottom corners and move toward the top
User prompt
in loveField make anim duration random from 3000 to 6000ms
User prompt
when switching to Infinite Mode; hide the GiftRain
Code edit (2 edits merged)
Please save this source code
User prompt
in LoveField anim, if heart.x = 0 then targetX should be random between 1024 and 2048; and if heart.x = 2048 then targetX should be random between 0 and 1024
User prompt
completly Change LoveField anim to make hearts flow from the 2 top corners like a 2 fountains of water and fall
User prompt
completly Change LoveField anim to make hearts fall from top of the screen like leafs
User prompt
``` var targetX = Math.random() * 2048 * (Math.random() > 0.5 ? 1.5 : -0.5); // Ensure target is out of bounds var targetY = Math.random() * 2732 * (Math.random() > 0.5 ? 1.5 : -0.5); // Ensure target is out of bounds ``` doesn't make all heart go out ouf screen. fix that
Code edit (1 edits merged)
Please save this source code
User prompt
in LoveField class, make hearts anims start with random delays and make sure the target destination is out of screnn bounds
Code edit (1 edits merged)
Please save this source code
User prompt
in LoveField, for performance, be carefull to run the tween anim only on hearts that are not already animating
User prompt
in LoveField class, change the animation to use tween and make hearts start from screen center with scale 0 and grow move to a random position out of the screen ↪💡 Consider importing and using the following plugins: @upit/tween.v1
User prompt
create a new class loveField that will create a starfield-like animation but with heart assets from 4 to 9. Don't add it to the game yet, just create the class
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'middlegroundContainer.addChild(loveField);' Line Number: 929
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'middlegroundContainer.addChild(loveField);' Line Number: 929
User prompt
Please fix the bug: 'Cannot read properties of undefined (reading 'addChild')' in or related to this line: 'middlegroundContainer.addChild(loveField);' Line Number: 929
/**** 
* 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 <= 10; i++) {
		var background = self.attachAsset('background_' + i, {
			anchorX: 0.5,
			anchorY: 0.5,
			index: i,
			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;
		});
		if (currentBg.index == 10) {
			// Ignore changes on background 10
			return;
		}
		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 = TAPS_PER_LEVEL[0]; // Initialize tap limit using TAPS_PER_LEVEL
	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 = {}; // Initialize heartFrames as a property of BigHeart class
	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: true //!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");
		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();
		self.animateBeat();
		self.animateFrames();
		// 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();
	};
	// Beat Animation
	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
									});
								}
							}
						});
					}
				}
			});
		}
	};
	// Frames Animation
	self.animateFrames = function () {
		if (self.explosionTriggered || tapCount >= self.tapLimit * (self.heartType + 1)) {
			return;
		}
		// Calculate progress in current level (0 to 1)
		var progress = (tapCount - self.heartType * self.tapLimit) / self.tapLimit;
		// Map progress to frame indices (frames go from 5 to 0)
		var frameProgress = progress * 5;
		var currentFrame = 5 - Math.floor(frameProgress);
		var nextFrame = Math.max(0, currentFrame - 1);
		var alpha = frameProgress - Math.floor(frameProgress);
		// Update frame visibility only if current frame changed
		if (self.currentGraphic !== self.heartFrames[self.heartType][currentFrame]) {
			// Hide all frames
			self.heartFrames[self.heartType].forEach(function (frame) {
				return frame.visible = false;
			});
			// Setup current and next frames
			self.currentGraphic = self.heartFrames[self.heartType][currentFrame];
			self.nextGraphic = self.heartFrames[self.heartType][nextFrame];
			[self.currentGraphic, self.nextGraphic].forEach(function (frame) {
				if (frame) {
					frame.visible = true;
					frame.scaleX = frame.scaleY = 1.1;
				}
			});
		}
		// Update alpha for smooth transition
		if (self.currentGraphic) {
			self.currentGraphic.alpha = 1 - alpha;
		}
	};
	// Explosion Animation
	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);
			}
			LK.setTimeout(function () {
				LK.effects.flashScreen(0xffffff, 2000); // Flash the screen white for 500ms
				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 current heartType invisible
							self.heartFrames[self.heartType].forEach(function (frame) {
								frame.visible = false;
							});
							self.explosionTriggered = false; // Reset explosion flag
							cloneGraphic.destroy(); // Remove the clone after animation
							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);
		}
	};
});
// 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);
		// }
	};
});
var LoveField = Container.expand(function () {
	var self = Container.call(this);
	self.hearts = [];
	self.maxHearts = 50;
	// Initialize heart assets
	for (var i = 4; i <= 9; i++) {
		for (var j = 0; j < self.maxHearts / 6; j++) {
			var heart = self.attachAsset('heart_' + i + '_frame_0', {
				anchorX: 0.5,
				anchorY: 0.5,
				scaleX: 0.5,
				scaleY: 0.5,
				visible: false
			});
			heart.vx = (Math.random() - 0.5) * 2;
			heart.vy = Math.random() * 2 + 1;
			self.hearts.push(heart);
		}
	}
	// Update function to animate hearts
	self.update = function () {
		self.hearts.forEach(function (heart) {
			if (!heart.visible && !heart._activeTween) {
				// Determine if the heart should start from the bottom corners
				if (Math.random() > 0.5) {
					heart.x = Math.random() > 0.5 ? 0 : 2048; // Start from left or right bottom corner
					heart.y = 2732 + heart.height; // Start below the screen
					targetX = heart.x === 0 ? Math.random() * 1024 + 1024 : Math.random() * 1024;
					targetY = -heart.height; // Move to above the screen
				} else {
					// Start from one of the top corners
					heart.x = Math.random() > 0.5 ? 0 : 2048; // Start from left or right corner
					heart.y = -heart.height; // Start above the screen
					targetX = heart.x === 0 ? Math.random() * 1024 + 1024 : Math.random() * 1024;
					targetY = 2732 + heart.height; // Fall to below the screen
				}
				// Start from one of the top corners
				heart.x = Math.random() > 0.5 ? 0 : 2048; // Start from left or right corner 
				heart.y = -heart.height; // Start above the screen 
				heart.scaleX = 0.5; // Initial scale 
				heart.scaleY = 0.5;
				heart.visible = true;
				var targetX;
				if (heart.x === 0) {
					targetX = Math.random() * 1024 + 1024; // Random between 1024 and 2048
				} else if (heart.x === 2048) {
					targetX = Math.random() * 1024; // Random between 0 and 1024
				} else {
					targetX = heart.x + (Math.random() - 0.5) * 2048; // Default behavior
				}
				var targetY = 2732 + heart.height; // Fall to below the screen 
				var delay = Math.random() * 5000; // Random delay up to 2 seconds 
				tween(heart, {
					x: targetX,
					y: targetY,
					rotation: (Math.random() - 0.5) * Math.PI / 4 // Random rotation like a leaf 
				}, {
					duration: Math.random() * 3000 + 3000,
					// Longer duration for a gentle fall 
					easing: tween.easeInOut,
					// Smooth easing 
					delay: delay,
					onFinish: function onFinish() {
						heart.visible = false; // Hide after animation 
					}
				});
			}
		});
	};
});
// 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) {
		// Update the heart type for all hearts in the pool
		self.isUpdatingHeartType = true; // Set flag to indicate updateHeartType is running
		self.heartPool.forEach(function (heart) {
			heart.children.forEach(function (child) {
				// Iterate over all children
				child.visible = child.heartType === heartType; // Set visibility based on heartType
			});
		});
		self.isUpdatingHeartType = false; // Reset flag after updateHeartType completes
	};
});
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();
};
// Global event listener for mouse or touch up
game.up = function (x, y, obj) {
	dragNode = null; // Reset dragNode when mouse is up
};
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;
var TAPS_PER_LEVEL = {
	0: 99,
	1: 999,
	2: 9999,
	3: 99999,
	4: 999999,
	5: 9999999,
	6: 99999999,
	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
	};
}
// Constants for Generators and Upgrades
var 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: 50,
		upgradeLevel: 0
	},
	CHAIN_BRACELET: {
		id: 2,
		name: "Chain Bracelet",
		description: "A beautiful chain bracelet that generates love even faster",
		autoClick: true,
		clickRate: 3,
		cost: 150,
		upgradeLevel: 0
	},
	PERFUME: {
		id: 3,
		name: "Perfume",
		description: "A delightful fragrance that enchants love",
		autoClick: true,
		clickRate: 5,
		cost: 300,
		upgradeLevel: 0
	},
	WATCH: {
		id: 4,
		name: "Watch",
		description: "A timeless piece that speeds up love generation",
		autoClick: true,
		clickRate: 8,
		cost: 600,
		upgradeLevel: 0
	},
	JEWELRY_SET: {
		id: 5,
		name: "Jewelry Set",
		description: "A luxurious set that dazzles with love",
		autoClick: true,
		clickRate: 12,
		cost: 1200,
		upgradeLevel: 0
	},
	SPORTS_CAR: {
		id: 6,
		name: "Sports Car",
		description: "A fast car that accelerates love generation",
		autoClick: true,
		clickRate: 20,
		cost: 2400,
		upgradeLevel: 0
	},
	VILLA: {
		id: 7,
		name: "Villa",
		description: "A grand villa that generates love in abundance",
		autoClick: true,
		clickRate: 35,
		cost: 4800,
		upgradeLevel: 0
	},
	PRIVATE_JET: {
		id: 8,
		name: "Private Jet",
		description: "A jet that takes love to new heights",
		autoClick: true,
		clickRate: 60,
		cost: 9600,
		upgradeLevel: 0
	},
	INFINITE_LOVE: {
		id: 9,
		name: "Infinite Love",
		description: "An endless source of love",
		autoClick: true,
		clickRate: 100,
		cost: 19200,
		upgradeLevel: 0
	}
};
if (isDebug) {
	// Set debug cost for Generators
	GENERATORS.ROSE.cost = 10;
	GENERATORS.CHOCLATE.cost = 11;
	GENERATORS.CHAIN_BRACELET.cost = 12;
	GENERATORS.PERFUME.cost = 10;
	GENERATORS.WATCH.cost = 11;
	GENERATORS.JEWELRY_SET.cost = 12;
	GENERATORS.SPORTS_CAR.cost = 10;
	GENERATORS.VILLA.cost = 11;
	GENERATORS.PRIVATE_JET.cost = 12;
	GENERATORS.INFINITE_LOVE.cost = 12;
}
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
	}
};
var MAX_DISPLAY_NUMBER = "9999999999999999"; //9 999 999 999 999 999
///////////////////////////////////////////////////////// GLOBAL VARIABLES //////////////////////////////////////////////////////////// 
///////////////////////////////////////////////////////// GLOBAL VARIABLES //////////////////////////////////////////////////////////// 
///////////////////////////////////////////////////////// GLOBAL VARIABLES //////////////////////////////////////////////////////////// 
var maxGenerators = 9;
var nbHearts = 10;
var tapCount;
var background;
var backgroundContainer;
var middlegroundContainer;
var foregroundContainer;
var giftRain;
var tapCountText;
var progressManager;
var projectionsManager;
var rightBoard;
var bigHeart;
var loveField;
var isInfiniteMode = false;
// 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
function log() {
	if (isDebug) {
		console.log.apply(console, arguments);
	}
}
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);
}
// 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.generators = {};
	self.generatorCounts = {}; // Add a counter for each generator
	self.upgrades = {};
	self.currentTime = Date.now();
	self.currentLevel = 0;
	self.tapsPerLevel = TAPS_PER_LEVEL;
	self.lastUpdateTime = self.currentTime;
	self.updateGame = function () {
		//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
		if (tempGenerated > 0) {
			self.money = addLargeNumbers(self.money, tempGenerated.toString());
			tapCount = self.money;
		}
		updateTapCountText(); // Update the text display
		self.lastUpdateTime = now;
		if (isInfiniteMode) {
			return;
		}
		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);
			}
		}
		self.checkProgress(); // Check the progress
	};
	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
		self.updateGeneratorsUi();
		self.checkProgress(); // Check for level up immediately
	};
	self.checkProgress = function () {
		if (tapCount >= 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;
				});
				background.changeBackground(progressManager.currentLevel + 1); // Change background when level changes
				bigHeart.animateExplosion(function () {
					self.currentLevel++;
					bigHeart.heartType = self.currentLevel;
					bigHeart.currentGraphic = bigHeart.heartFrames[bigHeart.heartType][5];
					bigHeart.nextGraphic = bigHeart.heartFrames[bigHeart.heartType][4];
					bigHeart.currentGraphic.visible = true;
					bigHeart.nextGraphic.visible = true;
					projectionsManager.updateHeartType(bigHeart.heartType);
					tween(bigHeart.currentGraphic, {
						scaleX: 1.1,
						scaleY: 1.1
					}, {
						duration: 300,
						easing: tween.easeOut
					});
					tween(bigHeart.nextGraphic, {
						scaleX: 1.1,
						scaleY: 1.1
					}, {
						duration: 300,
						easing: tween.easeOut
					});
				});
			}
		}
	};
	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);
		if (generatorId === GENERATORS.INFINITE_LOVE.id) {
			isInfiniteMode = true;
			bigHeart.visible = false; // Hide the BigHeart
			giftRain.visible = false; // Hide the GiftRain
			// Animate rightBoard to the right border of the screen
			tween(rightBoard, {
				x: 2048 + rightBoard.width // Move to the right border
			}, {
				duration: 500,
				// Duration of the animation
				easing: tween.easeOut // Easing function for smooth effect
			});
			// Change background to 10
			background.changeBackground(10);
			loveField = new LoveField();
			middlegroundContainer.addChild(loveField);
		}
		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() {
	tapCount = 0;
	backgroundContainer = new Container();
	middlegroundContainer = new Container();
	middlegroundContainer.x = 0;
	middlegroundContainer.y = 0;
	foregroundContainer = new Container();
	game.addChild(backgroundContainer);
	game.addChild(middlegroundContainer);
	game.addChild(foregroundContainer);
	background = new Background(); // Create a Background instance
	backgroundContainer.addChild(background); // Add Background instance to the backgroundContainer
	giftRain = new GiftRain();
	middlegroundContainer.addChild(giftRain); // Attach GiftRain to middlegroundContainer for visibility
	projectionsManager = backgroundContainer.addChild(new Projections()); // Place projectionsManager in backgroundContainer
	progressManager = new ProgressManager();
	for (var level = 0; level <= 9; level++) {
		if (tapCount < TAPS_PER_LEVEL[level]) {
			progressManager.currentLevel = level;
			break;
		}
	}
	background.changeBackground(progressManager.currentLevel);
	// Add a big heart at the center of the screen
	bigHeart = new BigHeart();
	middlegroundContainer.addChild(bigHeart);
	bigHeart.heartType = progressManager.currentLevel;
	//////////////////////////////////////////////////////////////////////////////// 
	bigHeart.currentGraphic = bigHeart.heartFrames[bigHeart.heartType][5];
	bigHeart.nextGraphic = bigHeart.heartFrames[bigHeart.heartType][4];
	bigHeart.currentGraphic.visible = true;
	bigHeart.nextGraphic.visible = true;
	projectionsManager.updateHeartType(bigHeart.heartType);
	tween(bigHeart.currentGraphic, {
		scaleX: 1.1,
		scaleY: 1.1
	}, {
		duration: 300,
		easing: tween.easeOut
	});
	tween(bigHeart.nextGraphic, {
		scaleX: 1.1,
		scaleY: 1.1
	}, {
		duration: 300,
		easing: tween.easeOut
	});
	//////////////////////////////////////////////////////////////////////////////// 
	// Add a RightBoard instance to the foreground container
	rightBoard = new RightBoard();
	foregroundContainer.addChild(rightBoard);
	// Create a text object to display tapCount
	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);
	// Start updtes
	var intervalId = LK.setInterval(function () {
		progressManager.updateGame();
	}, 1000);
}
initializeGame(); ===================================================================
--- original.js
+++ change.js
@@ -524,16 +524,16 @@
 				// Determine if the heart should start from the bottom corners
 				if (Math.random() > 0.5) {
 					heart.x = Math.random() > 0.5 ? 0 : 2048; // Start from left or right bottom corner
 					heart.y = 2732 + heart.height; // Start below the screen
-					var targetX = heart.x === 0 ? Math.random() * 1024 + 1024 : Math.random() * 1024;
-					var targetY = -heart.height; // Move to above the screen
+					targetX = heart.x === 0 ? Math.random() * 1024 + 1024 : Math.random() * 1024;
+					targetY = -heart.height; // Move to above the screen
 				} else {
 					// Start from one of the top corners
 					heart.x = Math.random() > 0.5 ? 0 : 2048; // Start from left or right corner
 					heart.y = -heart.height; // Start above the screen
-					var targetX = heart.x === 0 ? Math.random() * 1024 + 1024 : Math.random() * 1024;
-					var targetY = 2732 + heart.height; // Fall to below the screen
+					targetX = heart.x === 0 ? Math.random() * 1024 + 1024 : Math.random() * 1024;
+					targetY = 2732 + heart.height; // Fall to below the screen
 				}
 				// Start from one of the top corners
 				heart.x = Math.random() > 0.5 ? 0 : 2048; // Start from left or right corner 
 				heart.y = -heart.height; // Start above the screen 
:quality(85)/https://cdn.frvr.ai/6795575b3e37286b7983d8ac.png%3F3) 
 a big lovely heart
:quality(85)/https://cdn.frvr.ai/679608d4b242d70a84f2bb06.png%3F3) 
 a big stone heart
:quality(85)/https://cdn.frvr.ai/67960abbb242d70a84f2bb12.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/6796547cd63d184aa47a9fd2.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67965648b242d70a84f2bba2.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/679656e4b242d70a84f2bbab.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/679657b8b242d70a84f2bbae.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/679972141f2a754c4618425f.png%3F3) 
 a big used copper heart
:quality(85)/https://cdn.frvr.ai/679972ff1f2a754c46184275.png%3F3) 
 face view of a big bronze heart
:quality(85)/https://cdn.frvr.ai/679973ca1f2a754c46184297.png%3F3) 
 face view of a big silver heart
:quality(85)/https://cdn.frvr.ai/679975c71f2a754c461842dc.png%3F3) 
 Big shining gold heart verly slightly ornate. face view.
:quality(85)/https://cdn.frvr.ai/6799770a1f2a754c461842fe.png%3F3) 
 Big precious shiny porcelain heart slightly ornate. face view.
:quality(85)/https://cdn.frvr.ai/679978441f2a754c46184320.png%3F3) 
 Large precious heart in mother-of-pearl, lightly ornate. Front view.
:quality(85)/https://cdn.frvr.ai/679979061f2a754c4618432d.png%3F3) 
 Large heart in precious ruby, very lightly decorated. Front view.
:quality(85)/https://cdn.frvr.ai/6799799f1f2a754c4618433b.png%3F3) 
 The most precious large heart in diamond, Front view.
:quality(85)/https://cdn.frvr.ai/679aa2340aab9af650c0f77a.png%3F3) 
 clean pink enamel board witha very thin border
:quality(85)/https://cdn.frvr.ai/679aba2fc311aaae2198e5ef.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8a18b68c182ca2db2ab01.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8d8928cabef597a6d193b.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8d8ef8cabef597a6d1941.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8d90a8cabef597a6d1946.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8d9458cabef597a6d194b.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8d9848cabef597a6d1951.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8dae18cabef597a6d1960.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8dafa8cabef597a6d196a.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8db3f8cabef597a6d1979.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8db768cabef597a6d197e.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a8ec3dbadf5001415a6126.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a925e8badf5001415a61ab.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a9283fbadf5001415a61b3.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a92880badf5001415a61b6.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a928b2badf5001415a61ba.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a928cbbadf5001415a61be.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a92b80badf5001415a6205.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a92bbfbadf5001415a620a.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a932d7badf5001415a6238.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67a99decfea36315b70304ce.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67aa5fb1766195a6aae38f18.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67aa600a766195a6aae38f1b.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67aa607e766195a6aae38f20.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67aa6598766195a6aae38f23.png%3F3) 
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 :quality(85)/https://cdn.frvr.ai/67aced0aec046e6574e00711.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67aced7eec046e6574e00717.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acee3eec046e6574e0071d.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67aceea3ec046e6574e00720.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acef19ec046e6574e00723.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acef97ec046e6574e00726.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acfa32ec046e6574e00742.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acfbaeec046e6574e00745.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acfc0fec046e6574e00748.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acfc89ec046e6574e0074b.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acfcd0ec046e6574e0074e.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acfd17ec046e6574e00751.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acfd8dec046e6574e00756.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acfdf3ec046e6574e00759.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67acfe5aec046e6574e0075c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ad193ae366fb4797fc375d.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ad199fe366fb4797fc3761.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ad1d78e366fb4797fc379e.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ad1de1e366fb4797fc37ac.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ad1e70e366fb4797fc37c3.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae16b0752b0d388fcd9444.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae16ef752b0d388fcd9447.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1735752b0d388fcd944d.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae17a5752b0d388fcd9450.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1804752b0d388fcd9453.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1833752b0d388fcd9456.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae189e752b0d388fcd9459.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae18ea752b0d388fcd945c.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae193c752b0d388fcd945f.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae199c752b0d388fcd9462.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae19d7752b0d388fcd9465.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1a09752b0d388fcd9468.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1a64752b0d388fcd946e.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1abc752b0d388fcd9471.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1b58752b0d388fcd9474.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1b86752b0d388fcd9477.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1bb7752b0d388fcd947a.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1c23752b0d388fcd9480.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1c72752b0d388fcd9483.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67ae1ced752b0d388fcd9486.png%3F3) 
 :quality(85)/https://cdn.frvr.ai/67d2f1ee249940bb44cc026a.png%3F3) 
 beautifull red gift box.
:quality(85)/https://cdn.frvr.ai/67d57da988248ab681d8fb6f.png%3F3) 
 black plastic 3d triangle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
:quality(85)/https://cdn.frvr.ai/67d668f253da059024b02edb.png%3F3) 
 basic red horizontal rectangle button with white text "RESET".