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if stored score was > 0, change the intro message to "Welcome back my love!"
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in function checkInfiniteMode, if inifiniteMode is true do exactly the same as when buying GENERATORS.INFINITE_LOVE : enter isInfiniteMode, hide bigHeart and giftRain, hide rightBoard with anim, background.changeBackground(10); loveField = new LoveField(); middlegroundContainer.addChild(loveField);
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in checkProgress, if currentlevel >= 9 do exactly the same as when buying GENERATORS.INFINITE_LOVE : enter isInfiniteMode, hide bigHeart and giftRain, hide rightBoard with anim, background.changeBackground(10); loveField = new LoveField(); middlegroundContainer.addChild(loveField);
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play tada sound when entering infinitemode
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play pop sound for manualGeneration
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Please fix the bug: 'Cannot read properties of undefined (reading 'generatorButtons')' in or related to this line: 'rightBoard.generatorButtons[generatorId].config.cost = newCost;' Line Number: 1834
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Please fix the bug: 'Cannot read properties of undefined (reading 'generatorButtons')' in or related to this line: 'rightBoard.generatorButtons[generatorId].config.cost = newCost;' Line Number: 1834
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after loading the stored generators re-calculate their price
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Please fix the bug: 'Cannot set properties of undefined (setting 'highestScore')' in or related to this line: 'bigHeart.highestScore = storage.highestScore || 0; // Load highestScore from storage' Line Number: 1807
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also store highestScore
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formatGeneratorPrice don't display decimals
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if not isInfiniteMode play bgMusic
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store and load lastUpdateTime
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Please fix the bug: 'Cannot read properties of undefined (reading 'id')' in or related to this line: 'self.id = config.id;' Line Number: 1720
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when saving storage.generators, convert the object to array
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/**** * Plugins ****/ var tween = LK.import("@upit/tween.v1"); var storage = LK.import("@upit/storage.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 () { if (self.explosionTriggered) { return; } // Play beat sound LK.getSound('bump').play(); if (self.currentGraphic) { 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; LK.getSound('boom').play(); shakeScreen(); 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); } }; // Initialize heart based on tap count self.initHeart = function () { var newHeartType = 0; // Determine heart type based on tapCount for (var level = 9; level > 0; level--) { // 0 < 50 < 99 => 0 // 99 < 110 < 999 => 1 if (tapCount >= TAPS_PER_LEVEL[level - 1]) { newHeartType = level; break; } } log("initHeart - Selected heartType: " + newHeartType); // Hide frames up to current heart type for (var type = 0; type < newHeartType; type++) { var frames = self.heartFrames[type] || []; frames.forEach(function (frame) { frame.visible = false; }); } // Update heart type and graphics self.heartType = newHeartType; self.tapLimit = TAPS_PER_LEVEL[newHeartType]; self.nbTapsPerFrame = self.tapLimit / 6; // 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 = Math.min(1, (tapCount - startTap) / (endTap - startTap)); log("initHeart - Progress calculation: " + progress + " (tapCount: " + tapCount + ", startTap: " + startTap + ", endTap: " + endTap + ")"); // Map progress to frame indices (frames go from 5 to 0) var frameProgress = Math.min(5, progress * 5); var currentFrame = Math.max(0, Math.min(5, Math.floor(frameProgress))); var nextFrame = Math.max(0, currentFrame + 1); var alpha = frameProgress - Math.floor(frameProgress); log("initHeart - Frame indices: current=" + currentFrame + ", next=" + nextFrame + ", alpha=" + alpha); // Check if heartFrames exists for this type if (!self.heartFrames[self.heartType]) { log("ERROR: No heartFrames found for type " + self.heartType); return; } log("initHeart - Number of frames for type " + self.heartType + ": " + self.heartFrames[self.heartType].length); // Set up current and next frames self.currentGraphic = self.heartFrames[self.heartType][currentFrame]; self.nextGraphic = self.heartFrames[self.heartType][nextFrame]; log("initHeart - Current graphic: " + (self.currentGraphic ? "exists" : "null") + ", Next graphic: " + (self.nextGraphic ? "exists" : "null")); // Set visibility and alpha values if (self.currentGraphic) { self.currentGraphic.visible = true; if (isDebug) { self.currentGraphic.tint = 0x00FF00; } self.currentGraphic.alpha = 1 - alpha; log("initHeart - Set current graphic alpha: " + (1 - alpha)); } else { log("ERROR: currentGraphic is null"); return; } if (self.nextGraphic) { self.nextGraphic.visible = true; if (isDebug) { self.nextGraphic.tint = 0xFF0000; } //self.nextGraphic.alpha = alpha; log("initHeart - Set next graphic alpha: " + alpha); } else { log("ERROR: nextGraphic is null"); return; } log("initHeart - Starting tweens"); tween(self.currentGraphic, { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut }); tween(self.nextGraphic, { scaleX: 1.1, scaleY: 1.1 }, { duration: 300, easing: tween.easeOut }); shakeMiddleground(); log("initHeart - Completed"); }; }); // 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, y: -10 }); 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: 'right' }); 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 = 35; 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) { if (!allowSwipe) { 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 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) { if (!allowSwipe) { return; } // 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[unlockedGeneratorIndex].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 (!allowSwipe) { return; } 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 ****/ function popMessage(text) { messageText.setText(text); messageText.visible = true; messageText.y = 2850; tween(messageText, { alpha: 1, y: 2500 }, { duration: 500, easing: tween.easeInOut, onFinish: function onFinish() { tween(messageText, { alpha: 0, y: 2850 }, { duration: 500, easing: tween.easeInOut, delay: 3000, onFinish: function onFinish() { messageText.visible = false; } }); } }); } // Start updtes var messageText; // Global variable for displaying messages function formatGeneratorPrice(value) { if (value >= 1e12) { return (value / 1e12).toFixed(1).replace(/\.0$/, '') + 'T'; } else if (value >= 1e9) { return (value / 1e9).toFixed(1).replace(/\.0$/, '') + 'B'; } else if (value >= 1e6) { return (value / 1e6).toFixed(1).replace(/\.0$/, '') + 'M'; } else if (value >= 1e3) { return (value / 1e3).toFixed(1).replace(/\.0$/, '') + 'K'; } else { return value.toString(); } } // 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() { var shakeCount = 0; function performShake() { if (shakeCount >= 10) { return; } // Stop after 10 loops tween(game, { x: Math.random() * 20 - 10, y: 0 //Math.random() * 20 - 10 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(game, { x: Math.random() * 20 - 10, y: 0 //Math.random() * 20 - 10 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { tween(game, { x: 0, y: 0 }, { duration: 100, easing: tween.easeInOut, onFinish: function onFinish() { shakeCount++; performShake(); // Recursive call for next shake } }); } }); } }); } performShake(); } 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 (false && 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, cost: 10, upgradeLevel: 0 }, CHOCLATE: { id: 1, name: "Choclate", description: "A sweet choclate that generates love faster", autoClick: true, clickRate: 5, cost: 50, upgradeLevel: 0 }, CHAIN_BRACELET: { id: 2, name: "Chain Bracelet", description: "A beautiful chain bracelet that generates love even faster", autoClick: true, clickRate: 10, cost: 200, upgradeLevel: 0 }, PERFUME: { id: 3, name: "Perfume", description: "A delightful fragrance that enchants love", autoClick: true, clickRate: 20, cost: 500, upgradeLevel: 0 }, WATCH: { id: 4, name: "Watch", description: "A timeless piece that speeds up love generation", autoClick: true, clickRate: 50, cost: 1000, upgradeLevel: 0 }, JEWELRY_SET: { id: 5, name: "Jewelry Set", description: "A luxurious set that dazzles with love", autoClick: true, clickRate: 100, cost: 10000, upgradeLevel: 0 }, SPORTS_CAR: { id: 6, name: "Sport Car", description: "A fast car that accelerates love generation", autoClick: true, clickRate: 200, cost: 100000, upgradeLevel: 0 }, VILLA: { id: 7, name: "Villa", description: "A grand villa that generates love in abundance", autoClick: true, clickRate: 500, cost: 1000000, upgradeLevel: 0 }, PRIVATE_JET: { id: 8, name: "Private Jet", description: "A jet that takes love to new heights", autoClick: true, clickRate: 1000, cost: 1000000000, upgradeLevel: 0 }, INFINITE_LOVE: { id: 9, name: "Infinite Love", description: "An endless source of love", autoClick: true, clickRate: 654321, cost: 1000000000000, 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; var allowSwipe = false; // Global flag to control swipe functionality // 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 var unlockedGeneratorIndex = 0; // Track the index of the last unlocked generator 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.tapMultiplier = 1; // Initialize tapMultiplier 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; // Save game status storage.tapCount = tapCount; storage.isInfiniteMode = isInfiniteMode; storage.generators = Array.from({ length: 10 }, function (_, i) { return self.generatorCounts[i] || 0; }); 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); } bigHeart.animateFrames(); } self.checkProgress(); // Check the progress }; self.manualGeneration = function () { tapCount = addLargeNumbers(tapCount, self.tapMultiplier.toString()); self.money = addLargeNumbers(self.money, self.tapMultiplier.toString()); 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._activeTween = null; } 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(); popMessage(generatorConfig.name + "\r\n+" + generatorConfig.clickRate + " love/sec"); 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); } // Update the tapMultiplier based on the generator index self.tapMultiplier = Math.max(self.tapMultiplier, Math.pow(2, generatorId + 1)); 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(formatGeneratorPrice(generatorConfig.cost)); // 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 // Enable swipe when generator 5 becomes visible if (!allowSwipe && index === 5) { allowSwipe = true; } unlockedGeneratorIndex = Math.max(index, unlockedGeneratorIndex); } // 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 = storage.tapCount || 900; isInfiniteMode = storage.isInfiniteMode || false; var storedGenerators = storage.generators || [0, 0, 0, 0, 0, 0, 0, 0, 0, 0]; log("Loaded tapCount from storage:", tapCount); log("Loaded isInfiniteMode from storage:", isInfiniteMode); log("Loaded generators from storage:", storedGenerators); 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(); if (Array.isArray(storedGenerators)) { progressManager.generatorCounts = {}; for (var index = 0; index < storedGenerators.length; index++) { log("Adding loaded generator ", index, " => ", storedGenerators[index]); progressManager.generatorCounts[index] = storedGenerators[index]; } } else { progressManager.generatorCounts = {}; log("No previous generators"); } 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(); bigHeart.initHeart(); middlegroundContainer.addChild(bigHeart); projectionsManager.updateHeartType(bigHeart.heartType); // 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); // Create a text object to display messages messageText = new Text2('', { size: 100, fill: 0xFFFFFF, dropShadow: true, align: 'center' }); messageText.anchor.set(0.5, 0); messageText.x = 1024; messageText.y = 2500; foregroundContainer.addChild(messageText); // Start updtes bigHeart.down(); popMessage("Welcome my love!"); var intervalId = LK.setInterval(function () { progressManager.updateGame(); }, 1000); } initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -1684,9 +1684,9 @@
progressManager = new ProgressManager();
if (Array.isArray(storedGenerators)) {
progressManager.generatorCounts = {};
for (var index = 0; index < storedGenerators.length; index++) {
- log("Adding loaded generator ", index);
+ log("Adding loaded generator ", index, " => ", storedGenerators[index]);
progressManager.generatorCounts[index] = storedGenerators[index];
}
} else {
progressManager.generatorCounts = {};
a big lovely heart
a big stone heart
a big used copper heart
face view of a big bronze heart
face view of a big silver heart
Big shining gold heart verly slightly ornate. face view.
Big precious shiny porcelain heart slightly ornate. face view.
Large precious heart in mother-of-pearl, lightly ornate. Front view.
Large heart in precious ruby, very lightly decorated. Front view.
The most precious large heart in diamond, Front view.
clean pink enamel board witha very thin border
beautifull red gift box.
black plastic 3d triangle. Single Game Texture. In-Game asset. 2d. Blank background. High contrast. No shadows
basic red horizontal rectangle button with white text "RESET".