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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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Ok. Now the problem is : frames of heartType 0 progressievely fade from tap 0 to tap 100 and that is Ok but frames of heartType 1 from progressievely fade from tap 100 to tap 1000 instead of 100 to 200 currently. Please fix
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for heart_0_frame_X, alpha of the frames properly goes from 1 to 0 for each frame for taps from 0 to ~100; But then for next hearts (ie heart_1_frame_X) alpha doesn't change
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also update bigHeart.highestScore in ProgressManager.manualGeneration and ProgressManager.updateGame
===================================================================
--- original.js
+++ change.js
@@ -135,8 +135,11 @@
shakeMiddleground();
};
// Beat Animation
self.animateBeat = function () {
+ if (self.explosionTriggered) {
+ return;
+ }
// Play beat sound
LK.getSound('bump').play();
if (self.currentGraphic) {
if (true || !self.currentGraphic._activeTween) {
@@ -860,9 +863,11 @@
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) {
+ if ((dragNode === self || dragNode instanceof GeneratorButton) && self.generatorButtons.filter(function (button) {
+ return button.visible;
+ }).length >= 6) {
// 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) {
@@ -1288,8 +1293,9 @@
LK.setTimeout(function () {
bigHeart.animateBeat();
}, i * 300);
}
+ bigHeart.animateFrames();
}
self.checkProgress(); // Check the progress
};
self.manualGeneration = function () {
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