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add a new function popMessage(text)
Code edit (14 edits merged)
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add a new global messageText and initialize it in initializeGame as a text2 in the bottom center of the screen
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use formatGeneratorPrice to display generators cost
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add a new function formatGeneratorPrice to write genrator cost with abreviations : 1000 => 1K 1000000 => 1M ...
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add a bit of randomness in performShake movements (but always return to a normal position)
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shakeScreen anim doesn't look like a shake as it is only 3 slow movements. Anlayse then use a loop or a recursive approach to make 10 loops of 3 tween anims of 100ms
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make shakeScreen last 3sec
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make shakeScreen last 1sec
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use self.tapMultiplier in manualGeneration
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when player buy generator index N; set the multiplier to 2 pow (N+1)
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in progressManager add a new property self.tapMultiplier = 1
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add a new global variable unlockedGeneratorIndex = 0; to track the index of last unlocked generator
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create a new global allowSwipe = false; when play unlocks generator index 5, set it to true; ignore swipe moves on buttons or right board when allowSwipe is false
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when there is less than 6 generator buttons visible, ignore the swipes
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/****
* 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
self.highestScore = 0; // Initialize highestScore property
// 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.highestScore = Math.max(self.highestScore, parseInt(tapCount)); // Update highestScore
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 (true || !self.currentGraphic._activeTween) {
// TEMP DEBUG !!!
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 || self.highestScore >= TAPS_PER_LEVEL[self.heartType + 1]) {
return;
}
// Calculate progress in current level (0 to 1)
var startTap = self.heartType === 0 ? 0 : TAPS_PER_LEVEL[self.heartType - 1];
var endTap = TAPS_PER_LEVEL[self.heartType];
var progress = (self.highestScore - startTap) / (endTap - startTap);
// 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] || self.nextGraphic !== self.heartFrames[self.heartType][nextFrame]) {
// 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 = 30;
// 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,
heartType: i,
visible: false
});
heart.vx = (Math.random() - 0.5) * 2;
heart.vy = Math.random() * 2 + 1;
heart.down = function (x, y, obj) {
// Create a clone heart
var cloneHeart = LK.getAsset('heart_' + this.heartType + '_frame_0', {
anchorX: 0.5,
anchorY: 0.5,
scaleX: this.scaleX,
scaleY: this.scaleY,
x: this.x,
y: this.y,
rotation: this.rotation,
alpha: 1
});
self.addChild(cloneHeart);
// Scale clone heart to 50 and fade out
tween(cloneHeart, {
scaleX: 50,
scaleY: 50,
alpha: 0
}, {
duration: 1000,
onFinish: function onFinish() {
// Destroy the clone heart after animation
cloneHeart.destroy();
}
});
};
self.hearts.push(heart);
}
}
// Update function to animate hearts
self.update = function () {
self.hearts.forEach(function (heart) {
if (!heart.visible) {
if (heart._activeTween) {
heart._activeTween.stop();
heart._activeTween = null;
}
var targetX, targetY; // Define targetX and targetY variables
// 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
}
heart.scaleX = 0.5; // Initial scale
heart.scaleY = 0.5;
var delay = Math.random() * 5000; // Random delay up to 2 seconds
heart.visible = true;
tween(heart, {
x: targetX,
y: targetY,
rotation: (Math.random() - 0.5) * Math.PI / 4 // Random rotation like a leaf
}, {
duration: Math.random() * 3000 + 4000,
// Longer duration for a gentle fall
easing: tween.easeInOut,
// Smooth easing
delay: delay,
onFinish: function onFinish() {
heart.visible = false; // Hide after animation
heart.x = Math.random() > 0.5 ? 0 : 2048; // Reset position to start from left or right corner
heart.y = heart.y < 0 ? -heart.height : 2732 + heart.height; // Reset position to start above or below the screen
}
});
}
});
};
});
// 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));
}
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.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 = false;
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;
}
bigHeart.highestScore = Math.max(bigHeart.highestScore, parseInt(tapCount)); // Update highestScore
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
bigHeart.highestScore = Math.max(bigHeart.highestScore, parseInt(tapCount)); // Update highestScore
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();
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