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only start giftBoxManager when play unlocks generator with index 1
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in SpinwheelGame use only visible generators for nbGeneratorsOnWheel calculation
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in spinWheel only add bonuses of generators that are visible
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add a reset button class
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add a new function that reset all progress but don't call it
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finalAngle should be selected such as one of the bonuses reaches exactly 0
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Please fix the bug: 'Uncaught ReferenceError: nbGeneratorsOnWheel is not defined' in or related to this line: 'var finalAngle = self.wheel.rotation + Math.PI * 2 + 2 * Math.PI / (nbGeneratorsOnWheel + 1);' Line Number: 1307
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make wheel rotation stop progressive ↪💡 Consider importing and using the following plugins: @upit/tween.v1
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don't GiftRain update when isSpinWheelGamePlaying
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when isSpinWheelGamePlaying, if player tap the screen, call stopWheel
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add a stopwheel function in SpinwheelGame
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add a bigHeart asset at the center of SpinwheelGame after the selector
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stop giftBoxManager when isSpinWheelGamePlaying
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pause giftBoxManager when isSpinWheelGamePlaying
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backdrop should catch clicks so that objects behind it cannot be clicked
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add a semi-transparent backdrop to SpinwheelGame before rightBoardGraphics
/**** * 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; self.highestScore = Math.max(tapCount, storage.highestScore || 0); // Determine heart type based on tapCount for (var level = 9; level > 0; level--) { // 0 < 50 < 99 => 0 // 99 < 110 < 999 => 1 if (self.highestScore >= 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, (self.highestScore - startTap) / (endTap - startTap)); log("initHeart - Progress calculation: " + progress + " (tapCount: " + self.highestScore + ", 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 = 30; 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 GiftBox = Container.expand(function () { var self = Container.call(this); var giftBoxGraphics = self.attachAsset('giftBox', { anchorX: 0.5, anchorY: 0.5 }); self.speed = Math.random() * 2 + 1; // Random speed for each gift box self.visible = false; // Start invisible // Function to make the gift box fall self.fall = function () { self.x = 100 + Math.random() * 1548; // Random x position self.y = -100; // Start above the screen self.visible = true; tween(self, { y: 3000 // Fall to below the screen }, { duration: Math.random() * 3000 + 3000, // Random duration for fall easing: tween.easeInOut, onFinish: function onFinish() { self.visible = false; // Hide after falling } }); }; // Add tap event to destroy the gift box self.down = function (x, y, obj) { if (isSpinWheelGamePlaying) { return; } isSpinWheelGamePlaying = true; var spinwheelGame = new SpinwheelGame(); spinwheelGame.x = self.x; spinwheelGame.y = self.y; spinwheelGame.scaleX = 0; spinwheelGame.scaleY = 0; foregroundContainer.addChild(spinwheelGame); tween(spinwheelGame, { x: 1024, y: 1366, scaleX: 1, scaleY: 1 }, { duration: 1000, easing: tween.easeOut, onFinish: function onFinish() { spinwheelGame.start(); } }); self.destroy(); }; }); var GiftBoxManager = Container.expand(function () { var self = Container.call(this); self.giftBoxes = []; // Function to spawn a gift box self.spawnGiftBox = function () { if (isSpinWheelGamePlaying) { return; // Stop spawning gift boxes if SpinwheelGame is playing } var giftBox = new GiftBox(); self.addChild(giftBox); self.giftBoxes.push(giftBox); giftBox.fall(); }; // Update function to manage gift boxes self.start = function () { var intervalDuration = 45000 + 45000 * Math.random(); intervalDuration = 5000; // TEMP DEBUG LK.setInterval(function () { self.spawnGiftBox(); }, intervalDuration); }; }); 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 () { if (isSpinWheelGamePlaying) { return; } 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(); } }); LK.getSound('endHeartTap').play(); // Play pop sound for manualGeneration LK.setTimeout(function () { LK.getSound('pop2').play(); }, 666); }; 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 } }); } }); }; }); var ProgressBar = Container.expand(function () { var self = Container.call(this); // Attach the progressBack asset var progressBack = self.attachAsset('progressBack', { anchorX: 0, anchorY: 0.5, width: 2048, height: 40, alpha: 0.8 }); // Attach the progressBar asset var progressBar = self.attachAsset('progressBar', { anchorX: 0, anchorY: 0.5, width: 2048, height: 32, alpha: 0.8, y: 4 }); // Set initial progress to 0 self.progress = 0; // Method to update the progress self.updateProgress = function (value) { self.progress = Math.max(0, Math.min(1, value)); // Clamp value between 0 and 1 progressBar.scaleX = self.progress; // Scale the progressBar based on progress }; }); // Create a class for Projections var Projections = Container.expand(function () { var self = Container.call(this); var nbProjections = 10; 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 } } }; }); var SpinwheelGame = Container.expand(function () { var self = Container.call(this); self.bonuses = []; self.wheelSpinning = false; self.wheelStopped = false; self.nbGeneratorsOnWheel = 0; self.wonBonusIndex = 0; // Attach the rightBoard asset to the class var backdrop = self.attachAsset('backdrop', { anchorX: 0.5, anchorY: 0.5, alpha: 0.5 // Set semi-transparency }); // Add event handler to catch clicks backdrop.down = function (x, y, obj) { // Prevent interaction with objects behind the backdrop log("Backdrop clicked, preventing interaction with objects behind it."); if (isSpinWheelGamePlaying) { self.stopWheel(); } }; self.addChild(backdrop); var rightBoardGraphics = self.attachAsset('rightBoard', { anchorX: 0.5, anchorY: 0.5, width: 1480, height: 1480 }); // Attach the selector asset to the SpinwheelGame var selector = self.attachAsset('selector', { anchorX: 0.5, anchorY: 0.5, x: 0, y: -650 // Position it at the top of the wheel }); self.addChild(selector); // Attach the bigHeart asset to the SpinwheelGame var bigHeart = self.attachAsset('bigHeart', { anchorX: 0.5, anchorY: 0.5, scaleX: 0.75, scaleY: 0.75, x: 0, y: 0 // Center it in the SpinwheelGame }); self.addChild(bigHeart); // Create a wheel container self.wheel = new Container(); self.addChild(self.wheel); self.start = function () { // Iterate over each unlocked generator self.wheelSpinning = true; self.wheelStopped = false; self.wonBonusIndex = 0; self.nbGeneratorsOnWheel = Math.max(8, unlockedGeneratorIndex); self.wheel.rotation = Math.random() * Math.PI * 2; giftRain.visible = false; // Pause giftrain by making it invisible var nbGeneratorsOnWheel = Math.max(8, unlockedGeneratorIndex); for (var i = 0; i <= nbGeneratorsOnWheel; i++) { // Calculate angle for each bonus var angle = 2 * Math.PI / (nbGeneratorsOnWheel + 1) * i; // Calculate x and y positions based on angle and radius var xPos = 500 * Math.cos(angle); var yPos = 500 * Math.sin(angle); // Create a new gift asset for each unlocked generator var giftAsset = self.attachAsset('generator_' + i, { anchorX: 0.5, anchorY: 0.5, x: xPos, y: yPos, visible: true }); // Add the gift asset to the wheel container self.wheel.addChild(giftAsset); // Store the gift asset in the bonuses array self.bonuses.push(giftAsset); // Start rotating the wheel indefinitely var _rotateWheel = function rotateWheel() { if (!self.wheelSpinning) { return; } tween(self.wheel, { rotation: Math.PI * 2 }, { duration: 1000, easing: tween.linear, onFinish: function onFinish() { self.wheel.rotation = 0; _rotateWheel(); } }); }; _rotateWheel(); } ; }; self.stopWheel = function () { if (self.wheelStopped) { return; } log("stopWheel..."); self.wheelStopped = true; // Set spinning flag to false after stop self.wheelSpinning = false; // Set spinning flag to false after stop // // Stop the wheel rotation by clearing any active tweens // if (self.wheel._activeTween) { // self.wheel._activeTween.stop(); // self.wheel._activeTween = null; // } // // Optionally, you can set the wheel's rotation to a specific angle if needed // self.wheel.rotation = 0; tween.stop(self.wheel, { rotation: true }); // Stop any active rotation tween self.wonBonusIndex = Math.floor(Math.random() * self.nbGeneratorsOnWheel); // Randomly select a bonus index var finalAngle = Math.PI * 2 / (self.nbGeneratorsOnWheel + 1) * self.wonBonusIndex; // Calculate final angle to align bonus with selector finalAngle += Math.PI * 2 - Math.PI * 2 / (self.nbGeneratorsOnWheel + 1) / 2; // Ensure at least one full rotation tween(self.wheel, { rotation: finalAngle // Slow down and stop over 90 degrees }, { duration: 3000, // Duration for the slow down easing: tween.easeOut, // Easing for a smooth stop onFinish: function onFinish() { self.animateWheelWin(); } }); }; self.animateWheelWin = function () { if (!self.wheelStopped) { return; } log("animateWheelWin..." + self.wonBonusIndex); }; }); /**** * Initialize Game ****/ var game = new LK.Game({ backgroundColor: 0xa16e9f //Init game with black background }); /**** * Game Code ****/ function resetProgress() { // Reset tap count and displayed tap count tapCount = "0"; displayedTapCount = tapCount; targetTapCount = tapCount; // Reset progress manager properties progressManager.money = tapCount; progressManager.currentLevel = 0; progressManager.generatorCounts = {}; progressManager.generators = {}; progressManager.upgrades = {}; // Reset bigHeart properties bigHeart.highestScore = 0; bigHeart.heartType = 0; bigHeart.explosionTriggered = false; // Reset storage storage.tapCount = tapCount; storage.isInfiniteMode = false; storage.lastUpdateTime = Date.now(); storage.highestScore = 0; storage.generators = Array.from({ length: 10 }, function () { return 0; }); // Reset UI elements updateTapCountText(); progressBar.updateProgress(0); rightBoard.generatorButtons.forEach(function (button) { button.visible = false; button.wasShown = false; }); // Reset game state flags isInfiniteMode = false; allowSwipe = false; unlockedGeneratorIndex = 0; // Re-initialize game elements bigHeart.initHeart(); background.changeBackground(0); projectionsManager.updateHeartType(bigHeart.heartType); giftRain.visible = true; bigHeart.visible = true; rightBoard.x = 1848; // Reset rightBoard position } 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 Math.floor(value / 1e12) + 'T'; } else if (value >= 1e9) { return Math.floor(value / 1e9) + 'B'; } else if (value >= 1e6) { return Math.floor(value / 1e6) + 'M'; } else if (value >= 1e3) { return Math.floor(value / 1e3) + 'K'; } else { return value.toString(); } } // 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 isSpinWheelGamePlaying = false; var isDebug = true; var SWIPE_THRESHOLD = 10; // Threshold in pixels to distinguish between taps and swipes var TAP_DETECT_DELAY = 600; var TAPS_PER_LEVEL = { 0: 99, 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: 10000000000 }; } // 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 displayedTapCount; // For smooth animation var targetTapCount; // Target value for animation var isAnimatingCount = false; // Flag to track if count animation is in progress var background; var backgroundContainer; var giftsContainer; var middlegroundContainer; var foregroundContainer; var giftRain; var tapCountText; var progressManager; var projectionsManager; var rightBoard; var bigHeart; var loveField; var progressBar; 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' + displayedTapCount); } // Function to animate the tap count smoothly function animateTapCount() { if (!isAnimatingCount || displayedTapCount === targetTapCount) { isAnimatingCount = false; return; } // Determine if we need to increase or decrease the displayed count var isIncreasing = compareNumbers(targetTapCount, displayedTapCount) > 0; // Calculate the difference between current and target var diff = isIncreasing ? subtractLargeNumbers(targetTapCount, displayedTapCount) : subtractLargeNumbers(displayedTapCount, targetTapCount); if (diff === "0") { displayedTapCount = targetTapCount; // Ensure exact match at the end updateTapCountText(); isAnimatingCount = false; return; } // Determine step size based on difference magnitude var stepSize = "1"; var diffLength = diff.length; // Use a more gradual step size calculation for smoother animation if (diffLength > 5) { // For very large differences stepSize = "1" + "0".repeat(diffLength - 3); } else if (diffLength > 3) { // For medium differences stepSize = "1" + "0".repeat(diffLength - 3); } else if (diffLength > 2) { // For hundreds stepSize = "5"; } else { // For small differences (1-99) stepSize = "1"; } // Update the displayed count if (isIncreasing) { displayedTapCount = addLargeNumbers(displayedTapCount, stepSize); } else { displayedTapCount = subtractLargeNumbers(displayedTapCount, stepSize); } // Update the text updateTapCountText(); // Continue animation in the next frame - use a faster frame rate for smoother animation LK.setTimeout(animateTapCount, 10); // ~100fps for smoother animation } function compareNumbers(a, b) { a = a.toString(); b = b.toString(); if (a.length < b.length) { return -1; } if (a.length > b.length) { return 1; } return a < b ? -1 : a > b ? 1 : 0; } 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; targetTapCount = tapCount; // Update target for animation if (!isAnimatingCount) { isAnimatingCount = true; animateTapCount(); } } bigHeart.highestScore = Math.max(bigHeart.highestScore, parseInt(tapCount)); // Update highestScore self.lastUpdateTime = now; // Save game status storage.tapCount = tapCount; storage.isInfiniteMode = isInfiniteMode; storage.lastUpdateTime = self.lastUpdateTime; storage.highestScore = bigHeart.highestScore; // Store highestScore storage.generators = Array.from({ length: 10 }, function (_, i) { return self.generatorCounts[i] || 0; }); // Update progress bar based on current level progress if (!isInfiniteMode) { var startTap = self.currentLevel === 0 ? 0 : TAPS_PER_LEVEL[self.currentLevel - 1]; var endTap = TAPS_PER_LEVEL[self.currentLevel]; var progress = Math.min(1, (parseInt(tapCount) - startTap) / (endTap - startTap)); progressBar.updateProgress(progress); } 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()); LK.getSound('pop').play(); // Play pop sound for manualGeneration log("manualGeneration Tap count: ", tapCount); // Log the tap count targetTapCount = tapCount; // Update target for animation if (!isAnimatingCount) { isAnimatingCount = true; animateTapCount(); } bigHeart.highestScore = Math.max(bigHeart.highestScore, parseInt(tapCount)); // Update highestScore self.updateGeneratorsUi(); self.checkProgress(); // Check for level up immediately // Update progress bar based on current level progress var startTap = self.currentLevel === 0 ? 0 : TAPS_PER_LEVEL[self.currentLevel - 1]; var endTap = TAPS_PER_LEVEL[self.currentLevel]; var progress = Math.min(1, (parseInt(tapCount) - startTap) / (endTap - startTap)); progressBar.updateProgress(progress); }; self.checkProgress = function () { if (bigHeart.highestScore >= 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 }); }); } else { isInfiniteMode = true; bigHeart.visible = false; // Hide the BigHeart giftRain.visible = false; // Hide the GiftRain // Play tada sound LK.getSound('tada').play(); LK.playMusic('infiniteMusic'); // 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); } } }; self.computeIdleGeneration = function () { var now = Date.now(); var deltaTime = now - storage.lastUpdateTime; // Use storage lastUpdateTime here 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); }); if (tempGenerated > 0) { self.money = addLargeNumbers(self.money, tempGenerated.toString()); tapCount = self.money; } self.lastUpdateTime = now; storage.lastUpdateTime = now; }; 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; // Update displayed count immediately without animation for price reductions displayedTapCount = tapCount; targetTapCount = tapCount; updateTapCountText(); // 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 // Play tada sound LK.getSound('tada').play(); LK.playMusic('infiniteMusic'); // 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; // Update displayed count immediately without animation for price reductions displayedTapCount = tapCount; targetTapCount = tapCount; updateTapCountText(); 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 initializeGenerators(storedGenerators) { var result = { generatorCounts: {}, generators: {} }; if (Array.isArray(storedGenerators)) { for (var index = 0; index < storedGenerators.length; index++) { log("Adding loaded generator ", index, " => ", storedGenerators[index]); var count = storedGenerators[index]; result.generatorCounts[index] = count; // Initialize generator if count > 0 if (count > 0) { var generatorKey = Object.keys(GENERATORS)[index]; var config = GENERATORS[generatorKey]; config.id = index; result.generators[index] = new Generator(config); } } } else { log("No previous generators"); } return result; } 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 || "0"; tapCount = isDebug ? 0 : tapCount; displayedTapCount = tapCount; // Initialize displayed count targetTapCount = tapCount; // Initialize target count isInfiniteMode = storage.isInfiniteMode || false; storage.isInfiniteMode = isInfiniteMode = false; //storage.isInfiniteMode = isInfiniteMode = true; 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); bigHeart = new BigHeart(); backgroundContainer = new Container(); giftsContainer = new Container(); middlegroundContainer = new Container(); foregroundContainer = new Container(); game.addChild(backgroundContainer); game.addChild(giftsContainer); game.addChild(middlegroundContainer); game.addChild(foregroundContainer); background = new Background(); // Create a Background instance backgroundContainer.addChild(background); // Add Background instance to the backgroundContainer projectionsManager = backgroundContainer.addChild(new Projections()); // Place projectionsManager in backgroundContainer progressManager = new ProgressManager(); //progressManager.lastUpdateTime = storage.lastUpdateTime || Date.now(); var initResult = initializeGenerators(storedGenerators); progressManager.generatorCounts = initResult.generatorCounts; progressManager.generators = initResult.generators; progressManager.computeIdleGeneration(); // Calculate offline earnings // Recalculate generator prices based on stored counts Object.keys(progressManager.generatorCounts).forEach(function (generatorId) { var count = progressManager.generatorCounts[generatorId]; if (count > 0) { var baseCost = GENERATORS[Object.keys(GENERATORS)[generatorId]].cost; var newCost = Math.floor(baseCost * Math.pow(progressManager.priceIncreaseRate, count)); GENERATORS[Object.keys(GENERATORS)[generatorId]].cost = newCost; if (rightBoard && rightBoard.generatorButtons && rightBoard.generatorButtons[generatorId]) { rightBoard.generatorButtons[generatorId].config.cost = newCost; } } }); // 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]) { progressManager.currentLevel = level; break; } } // Initialize gift rain with existing generator counts giftRain = new GiftRain(); giftsContainer.addChild(giftRain); giftBoxManager = new GiftBoxManager(); giftBoxManager.start(); middlegroundContainer.addChild(giftBoxManager); for (var generatorId in progressManager.generatorCounts) { var count = progressManager.generatorCounts[generatorId]; log("Initializing gifts for generator", generatorId, "count:", count); for (var i = 0; i < count; i++) { giftRain.increaseSpawnRate(parseInt(generatorId)); } } background.changeBackground(progressManager.currentLevel); // Add a big heart at the center of the screen bigHeart.initHeart(); if (!isInfiniteMode) { LK.playMusic('bgMusic'); } middlegroundContainer.addChild(bigHeart); projectionsManager.updateHeartType(bigHeart.heartType); progressBar = new ProgressBar(); foregroundContainer.addChild(progressBar); // Add a RightBoard instance to the foreground container rightBoard = new RightBoard(); foregroundContainer.addChild(rightBoard); rightBoard.generatorButtons.forEach(function (button, index) { if (!button.config) { button.config = { cost: GENERATORS[Object.keys(GENERATORS)[index]].cost }; } }); // Update generator counts in UI for (var genId in progressManager.generatorCounts) { if (progressManager.generatorCounts[genId] > 0) { rightBoard.generatorButtons[genId].countText.setText(progressManager.generatorCounts[genId].toString()); } } // 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(); if (tapCount >= 10) { popMessage("Welcome back my love!"); } else { popMessage("Welcome my love!"); } var intervalId = LK.setInterval(function () { progressManager.updateGame(); }, 1000); checkInfiniteMode(); } function checkInfiniteMode() { if (isInfiniteMode) { bigHeart.visible = false; // Hide the BigHeart giftRain.visible = false; // Hide the GiftRain // Play tada sound LK.getSound('tada').play(); LK.playMusic('infiniteMusic'); // 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); } } initializeGame();
===================================================================
--- original.js
+++ change.js
@@ -1097,8 +1097,9 @@
self.bonuses = [];
self.wheelSpinning = false;
self.wheelStopped = false;
self.nbGeneratorsOnWheel = 0;
+ self.wonBonusIndex = 0;
// Attach the rightBoard asset to the class
var backdrop = self.attachAsset('backdrop', {
anchorX: 0.5,
anchorY: 0.5,
@@ -1143,8 +1144,9 @@
self.start = function () {
// Iterate over each unlocked generator
self.wheelSpinning = true;
self.wheelStopped = false;
+ self.wonBonusIndex = 0;
self.nbGeneratorsOnWheel = Math.max(8, unlockedGeneratorIndex);
self.wheel.rotation = Math.random() * Math.PI * 2;
giftRain.visible = false; // Pause giftrain by making it invisible
var nbGeneratorsOnWheel = Math.max(8, unlockedGeneratorIndex);
@@ -1202,10 +1204,10 @@
// self.wheel.rotation = 0;
tween.stop(self.wheel, {
rotation: true
}); // Stop any active rotation tween
- var bonusIndex = Math.floor(Math.random() * self.nbGeneratorsOnWheel); // Randomly select a bonus index
- var finalAngle = Math.PI * 2 / (self.nbGeneratorsOnWheel + 1) * bonusIndex; // Calculate final angle to align bonus with selector
+ self.wonBonusIndex = Math.floor(Math.random() * self.nbGeneratorsOnWheel); // Randomly select a bonus index
+ var finalAngle = Math.PI * 2 / (self.nbGeneratorsOnWheel + 1) * self.wonBonusIndex; // Calculate final angle to align bonus with selector
finalAngle += Math.PI * 2 - Math.PI * 2 / (self.nbGeneratorsOnWheel + 1) / 2; // Ensure at least one full rotation
tween(self.wheel, {
rotation: finalAngle // Slow down and stop over 90 degrees
}, {
@@ -1221,9 +1223,9 @@
self.animateWheelWin = function () {
if (!self.wheelStopped) {
return;
}
- log("animateWheelWin...");
+ log("animateWheelWin..." + self.wonBonusIndex);
};
});
/****
@@ -1235,8 +1237,52 @@
/****
* Game Code
****/
+function resetProgress() {
+ // Reset tap count and displayed tap count
+ tapCount = "0";
+ displayedTapCount = tapCount;
+ targetTapCount = tapCount;
+ // Reset progress manager properties
+ progressManager.money = tapCount;
+ progressManager.currentLevel = 0;
+ progressManager.generatorCounts = {};
+ progressManager.generators = {};
+ progressManager.upgrades = {};
+ // Reset bigHeart properties
+ bigHeart.highestScore = 0;
+ bigHeart.heartType = 0;
+ bigHeart.explosionTriggered = false;
+ // Reset storage
+ storage.tapCount = tapCount;
+ storage.isInfiniteMode = false;
+ storage.lastUpdateTime = Date.now();
+ storage.highestScore = 0;
+ storage.generators = Array.from({
+ length: 10
+ }, function () {
+ return 0;
+ });
+ // Reset UI elements
+ updateTapCountText();
+ progressBar.updateProgress(0);
+ rightBoard.generatorButtons.forEach(function (button) {
+ button.visible = false;
+ button.wasShown = false;
+ });
+ // Reset game state flags
+ isInfiniteMode = false;
+ allowSwipe = false;
+ unlockedGeneratorIndex = 0;
+ // Re-initialize game elements
+ bigHeart.initHeart();
+ background.changeBackground(0);
+ projectionsManager.updateHeartType(bigHeart.heartType);
+ giftRain.visible = true;
+ bigHeart.visible = true;
+ rightBoard.x = 1848; // Reset rightBoard position
+}
function popMessage(text) {
messageText.setText(text);
messageText.visible = true;
messageText.y = 2850;
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".